#include "version.h"
#include<string.h>
#include<stdlib.h>
#include <time.h>
#include "buf.h"
#include"object.h"
#include"char.h"
#include"char_base.h"
#include"char_data.h"
#include"battle.h"
#include"battle_event.h"
#include"battle_command.h"
#include"battle_ai.h"
#include"configfile.h"
#include"lssproto_serv.h"
#include"encount.h"
#include"enemy.h"
#include"handletime.h"
#include"readmap.h"
#include"pet_skill.h"
#include "npcutil.h"
#include "magic.h"
#include "npc_npcenemy.h"
#include "log.h"
#include "pet_skillinfo.h"
#include "anim_tbl.h"
#include "common.h"
#include "battle_magic.h"
#ifdef _Item_ReLifeAct
#include "item.h"
#endif
#include "correct_bug.h"

#ifdef _DEATH_CONTEND
#include "deathcontend.h"
#endif

#ifdef _PROFESSION_SKILL			// WON ADD 人物职业技能
#include "profession_skill.h"
#include "skill.h"
#endif

//#define DANTAI
static int 	Total_BattleNum=0;
BATTLE *BattleArray;
int BATTLE_battlenum;
static int BATTLE_searchCnt = 0;

#ifdef _PET_LIMITLEVEL	//ANDY_ADD
	void Pet_Check_Die( int petindex);
#endif
static int BATTLE_SearchTask( void );
static int BATTLE_Battling( int battleindex );

#ifdef _Item_ReLifeAct
	BOOL CHECK_ITEM_RELIFE( int battleindex, int toindex);
#endif
#ifdef _LOSE_FINCH_
	BOOL CHECK_PET_RELIFE( int battleindex, int petindex);
#endif
char szAllBattleString[BATTLE_STRING_MAX];
#ifdef _OTHER_MAGICSTAUTS
void BATTLE_MagicStatusSeq( int charaindex );
#endif

//Terry 2001/11/28
char szBattleString[512];
char *pszBattleTop,
	 *pszBattleLast;

char szBadStatusString[1024];

int	gWeponType;
float gDamageDiv;
int	gItemCrushRate = 400000;

int BoomerangVsTbl[4][5] = {
	{ 4+5*0,2+5*0,0+5*0,1+5*0,3+5*0 },
	{ 4+5*1,2+5*1,0+5*1,1+5*1,3+5*1 },
	{ 4+5*2,2+5*2,0+5*2,1+5*2,3+5*2 },
	{ 4+5*3,2+5*3,0+5*3,1+5*3,3+5*3 },

};

void BATTLE_BadStatusAllClr( int charaindex )
{
	int i ;
	for( i = 1; i < BATTLE_ST_END; i ++ ){
		CHAR_setWorkInt( charaindex, StatusTbl[i], 0 );
	}
#ifdef _OTHER_MAGICSTAUTS
	for( i = 1; i < MAXSTATUSTYPE; i++ ){
		CHAR_setWorkInt( charaindex, MagicTbl[i], 0);
		CHAR_setWorkInt( charaindex, CHAR_OTHERSTATUSNUMS, 0);
	}
#endif
#ifdef _IMPRECATE_ITEM
	for( i=0; i<3; i++)	{
		CHAR_setWorkInt( charaindex, CHAR_WORKIMPRECATENUM1+i, 0 );
	}
#endif

#ifdef _PETSKILL_SETDUCK
	CHAR_setWorkInt( charaindex, CHAR_MYSKILLDUCK, 0);
	CHAR_setWorkInt( charaindex, CHAR_MYSKILLDUCKPOWER, 0 );
#ifdef _MAGICPET_SKILL
	CHAR_setWorkInt( charaindex, CHAR_MYSKILLSTR, 0);
	CHAR_setWorkInt( charaindex, CHAR_MYSKILLSTRPOWER, 0 );
	CHAR_setWorkInt( charaindex, CHAR_MYSKILLTGH, 0);
	CHAR_setWorkInt( charaindex, CHAR_MYSKILLTGHPOWER, 0 );
	CHAR_setWorkInt( charaindex, CHAR_MYSKILLDEX, 0);
	CHAR_setWorkInt( charaindex, CHAR_MYSKILLDEXPOWER, 0 );
	CHAR_setWorkInt( charaindex, CHAR_MAGICPETMP, 0 );
#endif
#endif

	CHAR_setFlg( charaindex, CHAR_ISDIE, 0 );

#ifdef _BATTLE_PROPERTY
	{
		Char 	*ch;
		ch  = CHAR_getCharPointer( charaindex);
		if( ch == NULL ) return;
		strcpysafe( ch->charfunctable[CHAR_BATTLEPROPERTY].string,
			sizeof( ch->charfunctable[CHAR_BATTLEPROPERTY]), "");//战斗
		CHAR_constructFunctable( charaindex);
	}
#endif

#ifdef _PROFESSION_SKILL			// WON ADD 人物职业技能
	CHAR_setWorkInt( charaindex, CHAR_MYSKILLHIT, 0 );
	CHAR_setWorkInt( charaindex, CHAR_WORK_P_DUCK, 0 );
	CHAR_setWorkInt( charaindex, CHAR_WORKMOD_P_DUCK, 0 );
	CHAR_setWorkInt( charaindex, CHAR_WORK_WEAPON, 0 );		// 武器专精

	// 火冰电抗性
	for( i=0; i<3; i++)
		CHAR_setWorkInt( charaindex, CHAR_WORK_F_RESIST+i, 0/*CHAR_getInt( charaindex, PROFESSION_FIRE_R+i )*/ );

#endif

#ifdef _PETSKILL_BECOMEPIG
    if( CHAR_getInt( charaindex, CHAR_WHICHTYPE ) == CHAR_TYPEPLAYER )
	{
        for( i =0; i < CHAR_MAXPETHAVE; i++){
		    int pindex = CHAR_getCharPet( charaindex, i );
		    if( !CHAR_CHECKINDEX( pindex ) )
				continue;
		    CHAR_setInt( pindex, CHAR_BECOMEPIG, -1 );
		}
	}
#endif

}

int BATTLE_getTopBattle( int battleindex )
{

	BATTLE *pBattleTop;

	if( BATTLE_CHECKINDEX( battleindex ) == FALSE ) return -1;

	pBattleTop = &BattleArray[battleindex];

	while( pBattleTop != NULL ){
		pBattleTop = BattleArray[battleindex].pBefore;
	}

	if( BATTLE_CHECKINDEX( pBattleTop->battleindex ) == FALSE ){
		return -1;
	}else{
		return pBattleTop->battleindex;
	}
}

static int BATTLE_getBattleFieldNo( int floor, int x, int y )
{
    int     tile[2], map[3], iRet;
    if( !MAP_getTileAndObjData( floor, x, y, &tile[0], &tile[1] ) )
        return FALSE;
    map[0] = MAP_getImageInt( tile[0], MAP_BATTLEMAP );
    map[1] = MAP_getImageInt( tile[0], MAP_BATTLEMAP2 );
    map[2] = MAP_getImageInt( tile[0], MAP_BATTLEMAP3 );
	iRet = map[RAND( 0, 2 )];
	return iRet;
}

void BATTLE_BadStatusString( int defNo, int status )
{
	char szWork[256];
	if( status < 1 || status >= BATTLE_ST_END  ){
		status = 0;
	}
	sprintf( szWork, "BM|%X|%X|", defNo, status );
	strncat( szBadStatusString, szWork, sizeof( szBadStatusString ) );
}



#ifdef __ATTACK_MAGIC

static int CharTableIdx[20][2] =
{
   { 3 , 2 } , { 3 , 1 } , { 3 , 3 } , { 3 , 0 } , { 3 , 4 } ,
   { 2 , 2 } , { 2 , 1 } , { 2 , 3 } , { 2 , 0 } , { 2 , 4 } ,
   { 0 , 2 } , { 0 , 1 } , { 0 , 3 } , { 0 , 0 } , { 0 , 4 } ,
   { 1 , 2 } , { 1 , 1 } , { 1 , 3 } , { 1 , 0 } , { 1 , 4 }

};

typedef int ( *FUNCSORTLOC )( const void* , const void* );

static int SortLoc( const int *pEle1 , const int *pEle2 )
{
   int ele1basex , ele1basey;
   int ele2basex , ele2basey;

   ele1basex = CharTableIdx[*pEle1][1];
   ele1basey = CharTableIdx[*pEle1][0];
   ele2basex = CharTableIdx[*pEle2][1];
   ele2basey = CharTableIdx[*pEle2][0];

   if( *pEle1 >= 10 ){
      if( ele1basey != ele2basey )
         return ( ele1basey - ele2basey );
      return ( ele1basex - ele2basex );
   }else{ // 右下方
      if( ele1basey != ele2basey )
         return ( ele2basey - ele1basey );
      return ( ele2basex - ele1basey );
   }
   return 0;
}
#endif

int BATTLE_MultiList( int battleindex, int toNo, int ToList[] )
{
	int j , i , cnt=0,nLife = 0,nLifeArea[10];
#ifdef __ATTACK_MAGIC
	// 单人攻击
	if(0 <= toNo && toNo <= 19){
		memset(nLifeArea,-1,sizeof(nLifeArea));
		// 如果被攻击者是右下方的人
		if(toNo >= 0 && toNo <= 9){
			for(i=0;i<10;i++){
				// 确定活着的人数,并记录活着的人的号码
				if(BATTLE_TargetCheck(battleindex,i) == TRUE) nLifeArea[nLife++] = i;
			}
		}
		// 如果被攻击者是左上方的人
		if(toNo >= 10 && toNo <= 19){
			for(i=10;i<20;i++){
				// 确定活着的人数,并记录活着的人的号码
				if(BATTLE_TargetCheck(battleindex,i) == TRUE) nLifeArea[nLife++] = i;
			}
		}

		// 全死(虽然不太可能,但..)
		if(nLife == 0){
			print("\nAll die!!");
			return -1;
		}else{
			// 被攻击的对象已经死亡或不在战场上
			if(BATTLE_TargetCheck(battleindex,toNo) == FALSE)
				// 随机找一只来打
				while((toNo = nLifeArea[rand()%10]) == -1);
		}
		ToList[0] = toNo;
		ToList[1] = -1;
		cnt	  = 1;
	}
	// 右下後一列攻击
	else if( TARGET_SIDE_0_B_ROW == toNo ){
		for( j = 0 , i = 0 ; i < SIDE_OFFSET / 2 ; i++ ){
			if( TRUE == BATTLE_TargetCheck( battleindex , i ) ){
				ToList[j] = i;
				j++;
			}
		}
		ToList[j] = -1;
		cnt       = j;
		// 如果这一排都没有人可以打
		if(j == 0){
			// 换前一排
			for( j = 0 , i = SIDE_OFFSET / 2 ; i < SIDE_OFFSET ; i++ ){
				if( TRUE == BATTLE_TargetCheck( battleindex , i ) ){
					ToList[j] = i;
					j++;
				}
			}
			ToList[j] = -1;
		  cnt       = j;
			// 如果全死
			if(j == 0) return -1;
			toNo = TARGET_SIDE_0_F_ROW;
		}
	}
	// 右下前一列攻击
	else if( TARGET_SIDE_0_F_ROW == toNo )
	{
		for( j = 0 , i = SIDE_OFFSET / 2 ; i < SIDE_OFFSET ; i++ )
		{
			if( TRUE == BATTLE_TargetCheck( battleindex , i ) )
			{
				ToList[j] = i;
				j++;
			}
		}
		ToList[j] = -1;
		cnt       = j;
		// 如果这一排都没有人可以打
		if(j == 0)
		{
			// 换後一排
			for( j = 0 , i = 0 ; i < SIDE_OFFSET / 2 ; i++ )
			{
				if( TRUE == BATTLE_TargetCheck( battleindex , i ) )
				{
					ToList[j] = i;
					j++;
				}
			}
			ToList[j] = -1;
			cnt       = j;
			// 如果全死
			if(j == 0) return -1;
			toNo = TARGET_SIDE_0_B_ROW;
		}
	}
	// 左下後一列攻击
	else if( TARGET_SIDE_1_B_ROW == toNo )
	{
		for( j = 0 , i = SIDE_OFFSET ; i < SIDE_OFFSET + SIDE_OFFSET / 2 ; i++ )
		{
			if( TRUE == BATTLE_TargetCheck( battleindex , i ) )
			{
				ToList[j] = i;
				j++;
			}
		}
		ToList[j] = -1;
		cnt       = j;
		// 如果这一排都没有人可以打
		if(j == 0)
		{
			// 换前一排
			for( j = 0 , i = SIDE_OFFSET + SIDE_OFFSET / 2 ; i < SIDE_OFFSET * 2 ; i++ )
			{
				if( TRUE == BATTLE_TargetCheck( battleindex , i ) )
				{
					ToList[j] = i;
					j++;
				}
			}
			ToList[j] = -1;
			cnt       = j;
			// 如果全死
			if(j == 0) return -1;
			toNo = TARGET_SIDE_1_F_ROW;
		}
	}
	// 左上前一列攻击
	else if( TARGET_SIDE_1_F_ROW == toNo )
	{
		for( j = 0 , i = SIDE_OFFSET + SIDE_OFFSET / 2 ; i < SIDE_OFFSET * 2 ; i++ )
		{
			if( TRUE == BATTLE_TargetCheck( battleindex , i ) )
			{
				ToList[j] = i;
				j++;
			}
		}
		ToList[j] = -1;
		cnt       = j;
		// 如果这一排都没有人可以打
		if(j == 0)
		{
			// 换後一排
			for( j = 0 , i = SIDE_OFFSET ; i < SIDE_OFFSET + SIDE_OFFSET / 2 ; i++ )
			{
				if( TRUE == BATTLE_TargetCheck( battleindex , i ) )
				{
					ToList[j] = i;
					j++;
				}
			}
			ToList[j] = -1;
			cnt       = j;
			// 如果全死
			if(j == 0) return -1;
			toNo = TARGET_SIDE_1_B_ROW;
		}
	}
	// 右下方所有攻击
	else if( TARGET_SIDE_0 == toNo )
	{
		 //print("BATTLE_MultiList(20)toNo->%d\n",toNo);
	   for( j = 0 , i = 0 ; i < SIDE_OFFSET ; i++ )
		 {
			 if( TRUE == BATTLE_TargetCheck( battleindex , i ) )
			 {
				 ToList[j] = i;
				 j++;
			 }
		 }

		 ToList[j] = -1;
		 cnt       = j;
 	}
 	// 左上方所有攻击
	else if( toNo == TARGET_SIDE_1 )
	{
	   for( j = 0 , i = SIDE_OFFSET ; i < SIDE_OFFSET * 2 ; i++ )
		 {
			 if( TRUE == BATTLE_TargetCheck( battleindex , i ) )
			 {
				 ToList[j] = i;
				 j++;
			 }
		 }

		 ToList[j] = -1;
		 cnt       = j;
	}
	// 所有人攻击
    else if( toNo == TARGET_ALL ){
#ifdef _FIX_ARRAYBUG
		for( j = 0 , i = 0 ; i < SIDE_OFFSET * 2 ; i++ ){
#else
		for( j = 0 , i = 0 ; i < SIDE_OFFSET * 2 ; i++ , j++ ) {
#endif
			 if( TRUE == BATTLE_TargetCheck( battleindex , i ) ){
				 ToList[j] = i;
				 j++;
			 }
		}
		 ToList[i] = -1;
		 cnt       = j;
	// won add	前後排攻击
	}else if( toNo == TARGER_THROUGH ){
		int toNo2=-1, count=0;

		if(BATTLE_TargetCheck(battleindex,toNo) != FALSE){
			ToList[count] = toNo;
			count++;
			cnt = count;
		}

		if( toNo < (SIDE_OFFSET/2) )	toNo2= toNo + (SIDE_OFFSET/2);
		else if( toNo < (SIDE_OFFSET) )	toNo2= toNo - (SIDE_OFFSET/2);
		else if( toNo < (SIDE_OFFSET*1.5) )	toNo2= toNo + (SIDE_OFFSET/2);
		else if( toNo < (SIDE_OFFSET*2) )	toNo2= toNo - (SIDE_OFFSET/2);

		if(BATTLE_TargetCheck(battleindex,toNo2) != FALSE){
			ToList[count] = toNo2;
			count++;
			cnt = count;
		}
	}else{
		ToList[0] = toNo;
		ToList[1] = -1;
		cnt       = 1;
	}

 	if( cnt > 1 )	qsort( ToList , cnt , sizeof( ToList[0] ) , ( FUNCSORTLOC )SortLoc );
	return toNo;

#else
	if( 0 <= toNo && toNo <= 19 )
	{
		if( BATTLE_TargetCheck( battleindex, toNo ) == TRUE )
		{
			ToList[0] = toNo;
			ToList[1] = -1;
			cnt       = 1;
		}
		else
		{
			ToList[0] = -1;
			ToList[1] = -1;
			cnt       = 0;
		}
	}
	else if( toNo == TARGET_SIDE_0 )
	{
		for( j = 0, i = 0; i < SIDE_OFFSET; i ++)
		{
			if( BATTLE_TargetCheck( battleindex, i ) == TRUE )
			{
				ToList[j] = i;
				j ++ ;
			}
		}
		ToList[j] = -1;
		cnt       = j;
	}
	else if( toNo == TARGET_SIDE_1 )
	{
		for( j = 0, i = SIDE_OFFSET; i < SIDE_OFFSET*2; i ++ )
		{
			if( BATTLE_TargetCheck( battleindex, i ) == TRUE )
			{
				ToList[j] = i;
				j ++ ;
			}
		}
		ToList[j] = -1;
		cnt       = j;
	}
	else if( toNo == TARGET_ALL ){
		for( j = 0, i = 0; i < SIDE_OFFSET*2; i ++, j ++ ){
			if( BATTLE_TargetCheck( battleindex, i ) == TRUE ){
				ToList[j] = i;
				j ++ ;
			}
		}
		ToList[i] = -1;
		cnt       = j;
	}
	else
	{
		ToList[0] = toNo;
		ToList[1] = -1;
		cnt       = 1;
	}

	return 1;
#endif
}

void BATTLE_MultiListDead( int battleindex, int toNo, int ToList[] )
{
	int j, i;
	if( 0 <= toNo && toNo <= 19 ){
		if( BATTLE_TargetCheckDead( battleindex, toNo ) == TRUE ){
			ToList[0] = toNo;
			ToList[1] = -1;
		}else{
			ToList[0] = -1;
			ToList[1] = -1;
		}
	}else
	if( toNo == TARGET_SIDE_0 ){
		for( j = 0, i = 0; i < SIDE_OFFSET; i ++){
			if( BATTLE_TargetCheckDead( battleindex, i ) == TRUE ){
				ToList[j] = i;
				j ++ ;
			}
		}
		ToList[j] = -1;
	}else
		if( toNo == TARGET_SIDE_1 ){
			for( j = 0, i = SIDE_OFFSET; i < SIDE_OFFSET*2; i ++ ){
				if( BATTLE_TargetCheckDead( battleindex, i ) == TRUE ){
					ToList[j] = i;
					j ++ ;
				}
			}
			ToList[j] = -1;
		}else{
			if( toNo == TARGET_ALL ){
#ifdef _FIX_ARRAYBUG
				for( j = 0, i = 0; i < SIDE_OFFSET*2; i ++){
#else
				for( j = 0, i = 0; i < SIDE_OFFSET*2; i ++, j ++ ){
#endif
					if( BATTLE_TargetCheckDead( battleindex, i ) == TRUE ){
						ToList[j] = i;
						j ++ ;
					}
				}
#ifdef _FIX_ITEMRELIFE      // WON ADD 修正替身娃娃问题
				ToList[j] = -1;
#else
				ToList[i] = -1;
#endif
			}else{
				ToList[0] = toNo;
				ToList[1] = -1;
			}
		}
}

BOOL BATTLE_IsThrowWepon( int itemindex){
	int itemtype;
	if( ITEM_CHECKINDEX( itemindex ) == FALSE ){
		return FALSE;
	}
	itemtype = ITEM_getInt( itemindex, ITEM_TYPE );
	if( itemtype == ITEM_BOOMERANG
		||	itemtype == ITEM_BOW
		||	itemtype == ITEM_BREAKTHROW
		||	itemtype == ITEM_BOUNDTHROW	){
		return TRUE;
	}else{
		return FALSE;
	}
}

int BATTLE_ClearGetExp( int charaindex )
{
	int i, pindex;

	if( CHAR_CHECKINDEX( charaindex ) == FALSE ){
		return BATTLE_ERR_CHARAINDEX;
	}
	CHAR_setWorkInt( charaindex, CHAR_WORKGETEXP, 0 );
	for( i = 0; i < CHAR_MAXPETHAVE; i ++ ){
		pindex = CHAR_getCharPet( charaindex, i );
		if( CHAR_CHECKINDEX( pindex ) == FALSE )continue;
		CHAR_setWorkInt( pindex, CHAR_WORKGETEXP, 0 );
	}

	return 0;
}

INLINE void _BATTLE_ExitAll( char *file, int line, int battleindex)
{
	int j,i, charaindex;
	for( j = 0; j < 2; j ++ ){
		for( i = 0; i < BATTLE_ENTRY_MAX; i ++ ){
			charaindex = BattleArray[battleindex].Side[j].Entry[i].charaindex;
			if( CHAR_CHECKINDEX( charaindex ) == FALSE )continue;
			BATTLE_Exit( charaindex, battleindex );
			CHAR_setWorkInt( charaindex, CHAR_WORKBATTLEMODE,
				BATTLE_CHARMODE_NONE );
		}
	}
}

void BATTLE_AllCharaFinishSet( int battleindex )
{
	int j,i, charaindex;
	for( j = 0; j < 2; j ++ ){
		for( i = 0; i < BATTLE_ENTRY_MAX; i ++ ){
			charaindex = BattleArray[battleindex].Side[j].Entry[i].charaindex;
			if( CHAR_CHECKINDEX( charaindex ) == FALSE )continue;
			CHAR_setWorkInt( charaindex, CHAR_WORKBATTLEMODE,
				BATTLE_CHARMODE_FINAL );
		}
	}
}

BOOL BATTLE_IsCharge( int charaindex )
{
	int com;
	com = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM1 );
	if( com == BATTLE_COM_S_CHARGE
		||  com == BATTLE_COM_S_EARTHROUND1
		||  com == BATTLE_COM_S_EARTHROUND0
#ifdef _PROFESSION_ADDSKILL
		|| CHAR_getWorkInt( charaindex, CHAR_DOOMTIME ) > 0
#endif
		){
		return TRUE;
	}
	return FALSE;
}

void BATTLE_AllCharaCWaitSet( int battleindex )
{
	int j,i, charaindex;
	for( j = 0; j < 2; j ++ ){
		for( i = 0; i < BATTLE_ENTRY_MAX; i ++ ){
			charaindex = BattleArray[battleindex].Side[j].Entry[i].charaindex;
			if( CHAR_CHECKINDEX( charaindex ) == FALSE )continue;

			if( BATTLE_IsCharge( charaindex ) == TRUE ){
			}else{
				CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM1,
					BATTLE_COM_NONE );
			}
			CHAR_setWorkInt( charaindex, CHAR_WORKBATTLEMODE,
				BATTLE_CHARMODE_C_WAIT );
		}
	}
}

void BATTLE_AllCharaWatchWaitSet( int battleindex )
{
	int i, charaindex;
	for( i = 0; i < BATTLE_ENTRY_MAX; i ++ ){
		charaindex = BattleArray[battleindex].Side[0].Entry[i].charaindex;
		if( CHAR_CHECKINDEX( charaindex ) == FALSE )continue;

		if( CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEMODE )
		!= BATTLE_CHARMODE_WATCHINIT
		){
			CHAR_setWorkInt( charaindex, CHAR_WORKBATTLEMODE,
				BATTLE_CHARMODE_C_WAIT );
		}
	}
}

void BATTLE_SurpriseSet(
	int battleindex,
	int side
)
{
	BATTLE_ENTRY *pEntry;
	int i, charaindex;

	pEntry = BattleArray[battleindex].Side[side].Entry;

	for( i = 0; i < BATTLE_ENTRY_MAX; i ++ ){
		charaindex = pEntry[i].charaindex;
		if( CHAR_CHECKINDEX( charaindex ) == FALSE )continue;
		if( CHAR_getInt( charaindex, CHAR_WHICHTYPE ) == CHAR_TYPEPET ){
			CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM1, BATTLE_COM_NONE );
			CHAR_setWorkInt( charaindex, CHAR_WORKBATTLEMODE, BATTLE_CHARMODE_C_OK );
		}
	}


}

BOOL BATTLE_initBattleArray(
	int battlenum
)
{

    int     i;
	BATTLE_battlenum = battlenum;

    BattleArray = allocateMemory( sizeof( BATTLE ) * BATTLE_battlenum );
    if( BattleArray == NULL ) return FALSE;
    for( i = 0 ; i < BATTLE_battlenum ; i ++ ){
        memset( &BattleArray[i], 0 , sizeof( BATTLE ));
	}
    return TRUE;

}

static void EntryInit( BATTLE_ENTRY *pEntry ){
	int i;
	pEntry->charaindex = -1;
	pEntry->bid = -1;
	pEntry->escape = 0;
	for( i = 0; i < GETITEM_MAX; i ++ ){
		pEntry->getitem[i] = -1;
	}
}

int BATTLE_CreateBattle( void )
{
	int battleindex, i, j;
	BATTLE *pBattle;
	battleindex = BATTLE_SearchTask( );
	// NUKE 0701
	if( battleindex < 0 )return -1;
	pBattle = &BattleArray[battleindex];
	// NUKE 0701
	if (pBattle==NULL) return -1;
	pBattle->use = TRUE;
	pBattle->mode = BATTLE_MODE_INIT;
	pBattle->turn = 0;
	pBattle->dpbattle = 0;
	pBattle->norisk = 0;
	pBattle->flg = 0;
	pBattle->field_att = BATTLE_ATTR_NONE;
	pBattle->att_count = 0;
	for( j = 0; j < 2; j ++ ){
		for( i = 0; i < BATTLE_ENTRY_MAX; i ++ ){
			EntryInit( &pBattle->Side[j].Entry[i] );
		}
	}
	for( i = 0; i < BATTLE_ENTRY_MAX*2; i ++ ){
		pBattle->iEntryBack[i] = -1;
		pBattle->iEntryBack2[i] = -1;
	}
	pBattle->WinFunc = NULL;
#ifdef _DEATH_CONTEND//计算胜败func
	pBattle->PkFunc = NULL;
	pBattle->battlemap = -1;
#endif
	pBattle->pNext = NULL;
	pBattle->pBefore = NULL;
	pBattle->battleindex = battleindex;
	Total_BattleNum ++;
#ifdef _BATTLECOMMAND_TIME
	pBattle->PartTime = 0;
#endif
#ifdef _PROFESSION_ADDSKILL
	//冰爆术存放
/*	pBattle->ice_count = 0;
	for( i = 0; i < 20; i ++ ){
		pBattle->ice_bout[i]=0;
		pBattle->ice_use[i]=FALSE;
		pBattle->ice_toNo[i]=0;
		pBattle->ice_level[i]=0;
		pBattle->ice_array[i]=0;
		pBattle->ice_attackNo[i]=0;
		pBattle->ice_charaindex[i]=-1;
	}*/
#endif
	return battleindex;
}

static int BATTLE_SearchTask( void )
{
	int i, j;
	i = BATTLE_searchCnt;
	for( j = 0; j < BATTLE_battlenum; j ++ ){
		if( i >= BATTLE_battlenum ) i = 0;
		if( BattleArray[i].use == FALSE ){
			BATTLE_searchCnt = i + 1;
			return i;
		}
		i ++;
	}
	return -1;
}

void BATTLE_DeleteItem( int battleindex )
{
	int i, j, k;
	BATTLE_ENTRY *pEntry;

	for( j = 0; j < 2; j ++ ){
		for( i = 0; i < BATTLE_ENTRY_MAX; i ++ ){
			pEntry = &BattleArray[battleindex].Side[j].Entry[i];
			for( k = 0; k < GETITEM_MAX; k ++ ){
				if( pEntry->getitem[k] >= 0 ){
					print( "// 找寻(消去)道具(%d),(%s)\n",
						pEntry->getitem[k],
						ITEM_getAppropriateName(pEntry->getitem[k]) );
					ITEM_endExistItemsOne( pEntry->getitem[k] );
				}
			}
		}
	}
}


int BATTLE_DeleteBattle(
	int battleindex
)
{
	int i, j;
	BATTLE *pBattle;
	if( BATTLE_CHECKINDEX( battleindex ) == FALSE ){
		fprint( "err:battle index error\n" );
		return BATTLE_ERR_BATTLEINDEX;
	}
	if( BATTLE_WatchUnLink( battleindex ) == FALSE ){
		fprint( "err:battle link 不脱离\n" );
	}

	pBattle = &BattleArray[battleindex];
	pBattle->use = FALSE;
	pBattle->mode = BATTLE_MODE_NONE;
	BATTLE_DeleteItem( battleindex );
	for( j = 0; j < 2; j ++ ){
		for( i = 0; i < BATTLE_ENTRY_MAX; i ++ ){
			EntryInit( &pBattle->Side[j].Entry[i] );
		}
	}
	Total_BattleNum--;
	return 0;
}


int BATTLE_No2Index(
	int battleindex,
	int bid
)
{
	BATTLE_ENTRY *pEntry;

	if( BATTLE_CHECKINDEX( battleindex ) == FALSE )return -1;
	if( BATTLE_CHECKNO( bid ) == FALSE )return -1;

	if( bid >= 10 ){
		pEntry = BattleArray[battleindex].Side[1].Entry;
		bid -= SIDE_OFFSET;
	}else{
		pEntry = BattleArray[battleindex].Side[0].Entry;
	}
	if( CHAR_CHECKINDEX( pEntry[bid].charaindex ) == FALSE )return -1;

	return pEntry[bid].charaindex;

}
#ifdef _Item_ReLifeAct
int BATTLE_getBattleDieIndex( int battleindex, int bid )
{
	BATTLE_ENTRY *pEntry;

	if( BATTLE_CHECKINDEX( battleindex ) == FALSE )return -1;
	if( BATTLE_CHECKNO( bid ) == FALSE )return -1;

	if( bid >= 10 ){
		pEntry = BattleArray[battleindex].Side[1].Entry;
		bid -= SIDE_OFFSET;
	}else{
		pEntry = BattleArray[battleindex].Side[0].Entry;
	}
	if( CHAR_CHECKINDEX( pEntry[bid].charaindex ) == FALSE )return -1;
	if( pEntry[bid].flg & BENT_FLG_ULTIMATE ) return -1;

	return pEntry[bid].charaindex;

}
#endif

#ifdef _PROFESSION_ADDSKILL
BOOL BATTLE_BattleUltimate( int battleindex, int bid ) //检查此位  上是否被打飞
{
	BATTLE_ENTRY *pEntry;
	if( BATTLE_CHECKINDEX( battleindex ) == FALSE )return FALSE;
	if( BATTLE_CHECKNO( bid ) == FALSE )return FALSE;
	if( bid >= 10 ){
		pEntry = BattleArray[battleindex].Side[1].Entry;
		bid -= SIDE_OFFSET;
	}else{
		pEntry = BattleArray[battleindex].Side[0].Entry;
	}
	if( pEntry[bid].flg & BENT_FLG_ULTIMATE ) return TRUE;
	else return TRUE;
}
#endif

int BATTLE_Index2No(
	int battleindex,
	int charaindex
)
{
	BATTLE_ENTRY *pEntry;
	int  i, j;

	if( BATTLE_CHECKINDEX( battleindex ) == FALSE )return -1;
	if( CHAR_CHECKINDEX( charaindex ) == FALSE )return -1;

	for( j = 0; j < 2; j ++ ){
		pEntry = BattleArray[battleindex].Side[j].Entry;
		for( i = 0; i < BATTLE_ENTRY_MAX; i ++ ){
			if( pEntry[i].charaindex == charaindex ){
				return i + j * SIDE_OFFSET;
			}
		}
	}

	return -1;

}


char *BATTLE_CharTitle( int charaindex )
{
	char *pName;
	static char Len0Buff[2] = "";

	if( CHAR_getInt( charaindex, CHAR_WHICHTYPE ) == CHAR_TYPEPET ){
		pName = Len0Buff;
	}else{
		pName = CHAR_getChar( charaindex, CHAR_OWNTITLE );
		if( pName[0] == 0 ){
			pName = Len0Buff;
		}
	}
	return pName;
}


int BATTLE_CharaBackUp( int battleindex )
{
	int i, j, k, charaindex;
	BATTLE *pBattle;

	if( BATTLE_CHECKINDEX( battleindex ) == FALSE ){
		return BATTLE_ERR_BATTLEINDEX;
	}

	pBattle = &BattleArray[battleindex];
	k = 0;

	for( j = 0; j < 2; j ++ ){
		k = j * SIDE_OFFSET;
		for( i = 0; i < BATTLE_ENTRY_MAX/2; i ++ ){
			charaindex = pBattle->Side[j].Entry[i].charaindex;
			if( CHAR_CHECKINDEX( charaindex ) == TRUE
			&&  CHAR_getInt( charaindex, CHAR_WHICHTYPE ) == CHAR_TYPEPLAYER
			){
				pBattle->iEntryBack[k] = pBattle->Side[j].Entry[i].charaindex;
				pBattle->iEntryBack2[k] = pBattle->Side[j].Entry[i].charaindex;
			}else{
				pBattle->iEntryBack[k] = -1;
				pBattle->iEntryBack2[k] = -1;
			}
			k ++;
		}
	}

	return 0;
}




int BATTLE_NewEntry(
	int charaindex,
	int battleindex,
	int side
)
{
	BATTLE_ENTRY *pEntry;
	BATTLE *pBattle;
	int i, iEntryMax, iEntryFirst;

	if( BATTLE_CHECKSIDE( side ) == FALSE )return BATTLE_ERR_PARAM;
	if( BATTLE_CHECKINDEX( battleindex ) == FALSE )return BATTLE_ERR_BATTLEINDEX;
	if( CHAR_CHECKINDEX( charaindex ) == FALSE )return BATTLE_ERR_CHARAINDEX;

	pBattle = &BattleArray[battleindex];

	if( pBattle->use == FALSE )return BATTLE_ERR_NOUSE;

	if( side < 0 || side > 1 ){
		return BATTLE_ERR_PARAM;
	}

	switch( CHAR_getInt( charaindex, CHAR_WHICHTYPE ) ){
		int work;

	case CHAR_TYPEPLAYER:
		if( pBattle->Side[side].type != BATTLE_S_TYPE_PLAYER ){
			return BATTLE_ERR_TYPE;
		}
		iEntryFirst = 0;
		iEntryMax = BATTLE_PLAYER_MAX;
		break;
	case CHAR_TYPEENEMY:
		if( pBattle->Side[side].type != BATTLE_S_TYPE_ENEMY ){
			return BATTLE_ERR_TYPE;
		}
		iEntryFirst = 0;
		iEntryMax = BATTLE_ENTRY_MAX;
		break;
	case CHAR_TYPEPET:
		if( pBattle->Side[side].type != BATTLE_S_TYPE_PLAYER ){
			return BATTLE_ERR_TYPE;
		}

		work = CHAR_getWorkInt( charaindex, CHAR_WORKPLAYERINDEX );
		pEntry = pBattle->Side[side].Entry;

		work =  BATTLE_Index2No( battleindex, work );
		 work -= side * SIDE_OFFSET;
		 work += 5;
		iEntryFirst = work;
		iEntryMax = work+1;
		break;
	default:
		print( "不明(%s)(%d)\n",
			CHAR_getUseName( charaindex ),
			CHAR_getInt( charaindex, CHAR_WHICHTYPE ) );
		return BATTLE_ERR_TYPE;
	}


	pEntry = pBattle->Side[side].Entry;

	for( i = iEntryFirst; i < iEntryMax; i ++ ){
		if( pEntry[i].charaindex == -1 )break;
	}

	if( i == iEntryMax ){
		return BATTLE_ERR_ENTRYMAX;
	}

	EntryInit( &pEntry[i] );

	pEntry[i].charaindex = charaindex;

	pEntry[i].bid = i + side * SIDE_OFFSET;

	CHAR_setWorkInt( charaindex, CHAR_WORKBATTLEINDEX,
		battleindex );

	CHAR_setWorkInt( charaindex, CHAR_WORKBATTLEMODE,
		BATTLE_CHARMODE_INIT );
    // shan 2001/12/27 Begin
	{
		int fd;
		if( CHAR_getInt( charaindex, CHAR_WHICHTYPE)==CHAR_TYPEPLAYER ){
			fd = CHAR_getWorkInt( charaindex, CHAR_WORKFD);
			CONNECT_SetBattleRecvTime( fd, &NowTime);
		}
	}
	// End

	CHAR_setWorkInt( charaindex, CHAR_WORKBATTLESIDE, side );

	CHAR_setWorkInt( charaindex, CHAR_WORKBATTLEFLG, 0 );

	CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM1, -1 );
	CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM2, -1 );
	CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM3, -1 );

	CHAR_setWorkInt( charaindex, CHAR_WORKMODATTACK, 0 );
	CHAR_setWorkInt( charaindex, CHAR_WORKMODDEFENCE, 0 );
	CHAR_setWorkInt( charaindex, CHAR_WORKMODQUICK, 0 );

	CHAR_setWorkInt( charaindex, CHAR_WORKDAMAGEABSROB, 0 );
	CHAR_setWorkInt( charaindex, CHAR_WORKDAMAGEREFLEC, 0 );
	CHAR_setWorkInt( charaindex, CHAR_WORKDAMAGEVANISH, 0 );


	CHAR_setWorkInt( charaindex, CHAR_WORKMODCAPTURE, 0 );

	CHAR_setFlg( charaindex, CHAR_ISATTACKED, 1 );

	BATTLE_BadStatusAllClr( charaindex );

	CHAR_setWorkInt( charaindex, CHAR_WORKBATTLEWATCH, 0 );

#ifdef _PROFESSION_SKILL			// WON ADD 人物职业技能
	CHAR_setWorkInt( charaindex, CHAR_WORKTRAP, 0 );	//陷阱
	BATTLE_ProfessionStatus_init( battleindex, charaindex );
#endif

#ifdef _PETSKILL_ACUPUNCTURE
    CHAR_setWorkInt( charaindex, CHAR_WORKACUPUNCTURE, 0 );//针刺外皮
#endif

#ifdef _PETSKILL_RETRACE
    CHAR_setWorkInt( charaindex, CHAR_WORKRETRACE, 0 );//追迹攻击
#endif

#ifdef _PETSKILL_BECOMEFOX //将媚惑术中招时间清除为-1
     CHAR_setWorkInt( charaindex, CHAR_WORKFOXROUND, -1 );
#endif
#ifdef _PROFESSION_ADDSKILL
	//结界清除
    CHAR_setWorkInt( charaindex, CHAR_WORKFIXEARTHAT_BOUNDARY, 0 );
	CHAR_setWorkInt( charaindex, CHAR_WORKFIXWATERAT_BOUNDARY, 0 );
	CHAR_setWorkInt( charaindex, CHAR_WORKFIXFIREAT_BOUNDARY, 0 );
	CHAR_setWorkInt( charaindex, CHAR_WORKFIXWINDAT_BOUNDARY, 0 );
	CHAR_setWorkInt( charaindex, CHAR_DOOMTIME, 0 );//世界末日集气
	CHAR_setWorkInt( charaindex, CHAR_WORK_com1, 0 );
	CHAR_setWorkInt( charaindex, CHAR_WORK_toNo, 0 );
	CHAR_setWorkInt( charaindex, CHAR_WORK_mode, 0 );
	CHAR_setWorkInt( charaindex, CHAR_WORK_skill_level, 0 );
	CHAR_setWorkInt( charaindex, CHAR_WORK_array, 0 );
#endif
	return 0;
}

INLINE int _BATTLE_Exit( char *file, int line, int charaindex ,int battleindex)
{
	BATTLE_ENTRY  *pEntry;
	int i, j, k;
	BATTLE *pBattle;
	char szPet[32];
	if( CHAR_CHECKINDEX( charaindex ) == FALSE )return BATTLE_ERR_CHARAINDEX;
	if( BATTLE_CHECKINDEX( battleindex ) == FALSE ){
		return BATTLE_ERR_BATTLEINDEX;
	}
#ifdef _PROFESSION_ADDSKILL
	CHAR_setWorkInt( charaindex, CHAR_DOOMTIME, 0 );//世界末日集气
#endif
#ifdef _PETSKILL_BECOMEFOX // 离开战斗时将媚惑术造成的变身效果清除
    //print("\n检查图号:%s,%d", CHAR_getChar( charaindex, CHAR_NAME), CHAR_getInt( charaindex, CHAR_BASEIMAGENUMBER));

	if( CHAR_getInt( charaindex, CHAR_BASEIMAGENUMBER)==101749
		|| CHAR_getWorkInt( charaindex, CHAR_WORKFOXROUND ) != -1 ){ //变成小狐狸
		CHAR_setInt( charaindex, CHAR_BASEIMAGENUMBER, CHAR_getInt( charaindex, CHAR_BASEBASEIMAGENUMBER) );
	    CHAR_setWorkInt( charaindex, CHAR_WORKFOXROUND, -1);
		//print("\n变回去:%d",CHAR_getInt( charaindex, CHAR_BASEIMAGENUMBER));
	}
#endif

#ifdef _PETSKILL_BECOMEPIG
		if( CHAR_getInt( charaindex, CHAR_BECOMEPIG) > -1
			&& CHAR_getInt( charaindex, CHAR_WHICHTYPE ) == CHAR_TYPEPLAYER ){
            CHAR_setInt( charaindex, CHAR_BASEIMAGENUMBER, CHAR_getInt( charaindex, CHAR_BECOMEPIG_BBI ) );
            CHAR_complianceParameter( charaindex );
	        CHAR_sendCToArroundCharacter( CHAR_getWorkInt( charaindex , CHAR_WORKOBJINDEX ));
	        CHAR_send_P_StatusString( charaindex , CHAR_P_STRING_BASEBASEIMAGENUMBER);
		}
#endif


#ifdef _MAGIC_NOCAST             // 精灵:沉默
	// WON ADD
	if( CHAR_getInt( charaindex, CHAR_WHICHTYPE ) == CHAR_TYPEPLAYER )
		lssproto_NC_send( getfdFromCharaIndex( charaindex ), 0);//复原
#endif
	pBattle = &BattleArray[battleindex];
	if( pBattle->use == FALSE )
		return BATTLE_ERR_NOUSE;

	for( j = 0; j < 2; j ++ ){
		pEntry = pBattle->Side[j].Entry;
		for( i = 0; i < BATTLE_ENTRY_MAX; i ++ ){
			if( pEntry[i].charaindex != charaindex )
				continue;
			pEntry[i].charaindex = -1;
			pEntry[i].escape = 0;
			CHAR_setWorkInt( charaindex, CHAR_WORKBATTLEMODE, BATTLE_CHARMODE_FINAL );
			CHAR_setWorkInt( charaindex, CHAR_WORKBATTLEINDEX, -1 );
#ifdef _LOSE_FINCH_
			CHAR_setWorkInt( charaindex, CHAR_WORKSPETRELIFE, 0);
#endif
			if( CHAR_getInt( charaindex, CHAR_WHICHTYPE ) == CHAR_TYPEENEMY ){
			    CHAR_endCharOneArray( charaindex );
			}else if( CHAR_getInt( charaindex, CHAR_WHICHTYPE ) == CHAR_TYPEPLAYER ){
				int petindex = pEntry[i+5].charaindex;
				if( CHAR_getFlg( charaindex, CHAR_ISDIE ) == TRUE
					||  CHAR_getInt( charaindex, CHAR_HP ) == TRUE )
				{

#ifdef _ACTION_BULLSCR
#ifndef _BULL_CUTBULLSCR
					{
						if( CHAR_getInt( charaindex, CHAR_ABULLSTART) == 10 ){
							char buf[256];
							sprintf( buf, "因战斗中倒地，活动积分不予计算。");
							CHAR_talkToCli( charaindex, -1, buf, CHAR_COLORYELLOW);
						}
					}
#endif
#endif

#ifdef _FIX_SPEED_UPLEVEL	 // WON ADD 修正加速
					// Robin cancel
					//if( CHAR_getFlg( charaindex, CHAR_ISDIE ) == TRUE ){
					//}else
					{
						// Robin cancel
						//if( CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM1) != BATTLE_COM_ESCAPE )
						{
							unsigned int Dtimes;
							unsigned int battletime;
							int fd = getfdFromCharaIndex( charaindex );
							Dtimes = BattleArray[battleindex].CreateTime;
							battletime = (unsigned int)(BattleArray[battleindex].flgTime/100);

							//if( CHAR_getWorkInt( charaindex, CHAR_WORKFLG) & WORKFLG_DEBUGMODE ){
							//}else
							{
								CheckDefBTime( charaindex, fd, Dtimes, battletime, 10);//lowTime延迟时间
							}
						}
					}
#endif
					CHAR_setFlg( charaindex, CHAR_ISDIE, 0 );
					CHAR_setInt( charaindex, CHAR_HP, 1 );
					// CoolFish: Faily PK 2001/8/3
					CHAR_setWorkInt(charaindex, CHAR_WORKFMPKFLAG, -1);

				}else	{
#ifdef _BATTLE_TIMESPEED
					// Robin cancel
					//if( CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM1) != BATTLE_COM_ESCAPE )
					{
						unsigned int Dtimes;
						unsigned int battletime;

						int fd = getfdFromCharaIndex( charaindex );
						Dtimes = BattleArray[battleindex].CreateTime;
						battletime = (unsigned int)(BattleArray[battleindex].flgTime/100);
						//if( CHAR_getWorkInt( charaindex, CHAR_WORKFLG) & WORKFLG_DEBUGMODE )	{
						//}else
						{
							CheckDefBTime( charaindex, fd, Dtimes, battletime, 0);//lowTime延迟时间
						}
					}
#endif
#ifdef _ACTION_BULLSCR
#ifndef _BULL_CUTBULLSCR

					if( CHAR_getInt( charaindex, CHAR_ABULLSTART) == 10 &&
							BattleArray[battleindex].CreateTime > 0 )	{
						if( CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM1) != BATTLE_COM_ESCAPE &&
							CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEWATCH ) != 1 )	{
							char buf[256];
							unsigned int Dtimes;
							int ntime, deftime=0,Scount=0;
							int nowtime = (unsigned int)time(NULL);//CHAR_BULLSHOWCOUNT
							Scount = CHAR_getWorkInt( charaindex, CHAR_BULLSHOWCOUNT);
							if( Scount < 0 ) Scount = 0;
							ntime = CHAR_getInt( charaindex, CHAR_ABULLTIME);
							Dtimes = BattleArray[battleindex].CreateTime;
							deftime = (nowtime - (int)Dtimes)-5;
							if( ntime < 0 ) ntime = 0;
							if( deftime > (60*60) ) deftime = (60*60);
							if( deftime < 0 ) deftime = 0;

							if(	CHAR_getWorkInt( charaindex, CHAR_WORKGETEXP) >
								(BattleArray[battleindex].enemynum * 2) ||
									BattleArray[battleindex].type == BATTLE_TYPE_P_vs_P){
								ntime = (ntime + deftime);
								Scount += deftime;
								if( Scount >= (5*60) ){
									Scount = 0;
									sprintf( buf, "战斗时间已累积%d分%d秒。", ntime/60, ntime%60);
									CHAR_talkToCli( charaindex, -1, buf, CHAR_COLORYELLOW);
								}
								CHAR_setWorkInt( charaindex, CHAR_BULLSHOWCOUNT, Scount);
								CHAR_setInt( charaindex, CHAR_ABULLTIME, ntime);
								if( ntime >= (60*60) ){//活动一小时
								//if( ntime > 10 ){//测试加快 //CHAR_setWorkInt( charaindex, CHAR_WORKGETEXP, 0 );
									int nScore = CHAR_getInt( charaindex, CHAR_ABULLSCORE);
									ntime = ntime - (60*60);
									ntime = ( ntime<0)?0:ntime;
									CHAR_setInt( charaindex, CHAR_ABULLTIME, ntime);
									CHAR_setInt( charaindex, CHAR_ABULLSCORE, nScore+10 );
									sprintf( buf, "战斗满1小时时间取得10分，总共取得%d绩分。", nScore+10);
									CHAR_talkToCli( charaindex, -1, buf, CHAR_COLORYELLOW);
								}
							}else{
								sprintf( buf, "因此场战斗取得经验值不足，活动积分不予计算。");
								CHAR_talkToCli( charaindex, -1, buf, CHAR_COLORYELLOW);
							}
						}else{
							if( CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM1) == BATTLE_COM_ESCAPE){
								char buf[256];
								sprintf( buf, "因战斗逃跑，活动积分不予计算。");
								CHAR_talkToCli( charaindex, -1, buf, CHAR_COLORYELLOW);
							}
						}
					}
					//BattleArray[battleindex].CreateTime = 0;
#endif
#endif
				}
				if( CHAR_CHECKINDEX( petindex ) == TRUE ){
					pEntry[i+5].charaindex = -1;
					CHAR_setWorkInt( petindex, CHAR_WORKBATTLEMODE,	BATTLE_CHARMODE_NONE );
					CHAR_setWorkInt( petindex, CHAR_WORKBATTLEINDEX, -1 );
				}
				BATTLE_BadStatusAllClr( charaindex );
				CHAR_complianceParameter( charaindex );
				CHAR_Skillupsend( charaindex );
				// Robin 0730
				if( CHAR_getWorkInt( charaindex, CHAR_WORKPETFALL)  )
				{
					CHAR_setWorkInt( charaindex, CHAR_WORKPETFALL, 0 );
					CHAR_setInt( charaindex, CHAR_RIDEPET, -2 );
				}
				CHAR_send_P_StatusString( charaindex ,
					CHAR_P_STRING_HP|CHAR_P_STRING_EXP|
					CHAR_P_STRING_MP|CHAR_P_STRING_DUELPOINT|
					CHAR_P_STRING_CHARM	|
					CHAR_P_STRING_EARTH	|
					CHAR_P_STRING_WATER	|
					CHAR_P_STRING_FIRE	|
					CHAR_P_STRING_WIND	|
					CHAR_P_STRING_RIDEPET
				);
				// Robin 0730
				if( CHAR_getInt( charaindex, CHAR_RIDEPET ) == -2 ){
					CHAR_setInt( charaindex, CHAR_RIDEPET, -1 );
				}
				for( k = 0; k < CHAR_MAXPETHAVE; k ++ ){
					petindex = CHAR_getCharPet( charaindex, k );
					if( CHAR_CHECKINDEX( petindex ) == FALSE )continue;
					if( CHAR_getInt( petindex, CHAR_MAILMODE) != CHAR_PETMAIL_NONE ) continue;
					if( CHAR_getFlg( petindex, CHAR_ISDIE ) == TRUE
					||  CHAR_getInt( petindex, CHAR_HP ) <= 0 ){
						CHAR_setFlg( petindex, CHAR_ISDIE, 0 );
						CHAR_setInt( petindex, CHAR_HP, 1 );
					}
					CHAR_setWorkInt( petindex, CHAR_WORKBATTLEMODE,	BATTLE_CHARMODE_NONE );
#ifdef _LOSE_FINCH_
					CHAR_setWorkInt( charaindex, CHAR_WORKSPETRELIFE, 0);
#endif
#ifdef _VARY_WOLF
					if( CHAR_getInt( petindex, CHAR_BASEBASEIMAGENUMBER) != CHAR_getInt( petindex, CHAR_BASEIMAGENUMBER) ) // Robin fix
					{
						CHAR_setInt( petindex, CHAR_BASEIMAGENUMBER, CHAR_getInt( petindex, CHAR_BASEBASEIMAGENUMBER));
						sprintf( szPet, "K%d", k);
						CHAR_sendStatusString( charaindex , szPet);
					}
#endif
#ifdef _PROFESSION_SKILL			// WON ADD 人物职业技能
					// 遗忘
					if( CHAR_getWorkInt( petindex, CHAR_WORKOBLIVION ) > 0 ) // Robin fix
					{
						int pet_no = CHAR_getInt( charaindex, CHAR_DEFAULTPET );
						CHAR_setWorkInt( petindex, CHAR_WORKOBLIVION, 0 );
						// 宠物编号
						sprintf( szPet, "W%d", pet_no);
						CHAR_sendStatusString( charaindex , szPet);
					}
#endif
					BATTLE_BadStatusAllClr( petindex );
					CHAR_complianceParameter( petindex );
					CHAR_send_K_StatusString( charaindex , k,
						CHAR_K_STRING_HP|CHAR_K_STRING_EXP|
						CHAR_K_STRING_AI| CHAR_K_STRING_MP |
						CHAR_K_STRING_ATK | CHAR_K_STRING_DEF |
						CHAR_K_STRING_QUICK |
						CHAR_K_STRING_EARTH	|
						CHAR_K_STRING_WATER	|
						CHAR_K_STRING_FIRE	|
						CHAR_K_STRING_WIND
					);
				}
				if( BattleArray[battleindex].type == BATTLE_TYPE_P_vs_P ){
					int flg = 0;
					CHAR_setFlg( charaindex, CHAR_ISDUEL, 0);
					if( CHAR_getFlg( charaindex, CHAR_ISPARTY)) flg |= CHAR_FS_PARTY;
					if( CHAR_getFlg( charaindex, CHAR_ISDUEL)) flg |= CHAR_FS_DUEL;
					if( CHAR_getFlg( charaindex, CHAR_ISPARTYCHAT)) flg |= CHAR_FS_PARTYCHAT;
					if( CHAR_getFlg( charaindex, CHAR_ISTRADECARD)) flg |= CHAR_FS_TRADECARD;
#ifdef _CHANNEL_MODIFY
					if( CHAR_getFlg( charaindex, CHAR_ISTELL)) flg |= CHAR_FS_TELL;
					if( CHAR_getFlg( charaindex, CHAR_ISFM)) flg |= CHAR_FS_FM;
					if( CHAR_getFlg( charaindex, CHAR_ISOCC)) flg |= CHAR_FS_OCC;
					if( CHAR_getFlg( charaindex, CHAR_ISCHAT)) flg |= CHAR_FS_CHAT;
					if( CHAR_getFlg( charaindex, CHAR_ISSAVE)) flg |= CHAR_FS_SAVE;
#endif
					lssproto_FS_send( getfdFromCharaIndex(charaindex), flg);
				}

				lssproto_XYD_send( getfdFromCharaIndex(charaindex),
					CHAR_getInt( charaindex, CHAR_X ),
					CHAR_getInt( charaindex, CHAR_Y ),
					CHAR_getInt( charaindex, CHAR_DIR ) );
			}
			break;
		}
	}
	CHAR_PartyUpdate( charaindex, CHAR_N_STRING_HP );

#ifdef _TIME_TICKET
	{
		int nowtime = time(NULL);
		int tickettime = CHAR_getWorkInt( charaindex, CHAR_WORKTICKETTIME);
		int totaltime;
		char msg[1024];
		if( tickettime > 0 && tickettime < nowtime ) {
			//int floor, x, y;
			CHAR_talkToCli( charaindex, -1, "谢谢光顾。", CHAR_COLORYELLOW);
			if( CHAR_getWorkInt( charaindex, CHAR_WORKTICKETTIMESTART) > 0 ) {
				totaltime = nowtime - CHAR_getWorkInt( charaindex, CHAR_WORKTICKETTIMESTART);
				sprintf( msg, "总入场时间%d分%d秒。", totaltime/60, totaltime%60);
				CHAR_talkToCli( charaindex, -1, msg, CHAR_COLORYELLOW);
			}
			CHAR_setWorkInt( charaindex, CHAR_WORKTICKETTIME, 0);
			CHAR_setWorkInt( charaindex, CHAR_WORKTICKETTIMESTART, 0);
			/*if( CHAR_getElderPosition( CHAR_getInt( charaindex, CHAR_LASTTALKELDER), &floor, &x, &y ) != TRUE ) {
				CHAR_warpToSpecificPoint( charaindex, 1006, 15, 15);
			}
			else {
				CHAR_warpToSpecificPoint( charaindex, floor, x, y);
			}*/
			CHAR_warpToSpecificPoint( charaindex, 7001, 41, 6);
		}
	}
#endif

	return BATTLE_ERR_NONE;
}


int BATTLE_PetDefaultExit(
	int charaindex,
	int battleindex
)
{
	int pno, pindex, iRet;

	if( CHAR_CHECKINDEX( charaindex ) == FALSE )return BATTLE_ERR_CHARAINDEX;
	if( CHAR_getInt( charaindex, CHAR_WHICHTYPE ) != CHAR_TYPEPLAYER) return 0;
	pno = CHAR_getInt( charaindex, CHAR_DEFAULTPET );
	if( pno < 0 )return 0;
	pindex = CHAR_getCharPet( charaindex, pno );

	iRet = BATTLE_Exit( pindex, battleindex );

	if( iRet ){
		iRet *= -1;
	}else{
		return 1;
	}

	return iRet;
}


int	BATTLE_PetDefaultEntry(
	int charaindex,
	int battleindex,
	int side
)
{
	int pindex;

#if 1
	int		pno;

	int		ret = 0;

	pno = CHAR_getInt( charaindex, CHAR_DEFAULTPET );
	if( pno == -1 ) return 0;
	pindex = CHAR_getCharPet( charaindex, pno );

	if( CHAR_CHECKINDEX( pindex ) &&

		!CHAR_getFlg( pindex, CHAR_ISDIE ) &&
		CHAR_getInt( pindex, CHAR_HP ) > 0  )
	{
		if( BATTLE_NewEntry( pindex, battleindex, side ) ){
		}else{
			ret = 0;
		}
	}
	else {
		CHAR_setInt( charaindex, CHAR_DEFAULTPET, -1 );
	}

	return ret;
#else

	for( i = 0; i < CHAR_MAXPETHAVE; i ++ ){
		pindex = CHAR_getCharPet( charaindex, i );

		if( CHAR_CHECKINDEX( pindex ) == FALSE )continue;

		if( CHAR_getFlg( pindex, CHAR_ISDIE ) == TRUE )continue;
		if( CHAR_getInt( pindex, CHAR_HP ) <= 0  )continue;

		if( BATTLE_NewEntry( pindex, battleindex, side ) ){
		}else{
			CHAR_setInt( charaindex, CHAR_DEFAULTPET, i );
			break;
		}
	}

	if( i == CHAR_MAXPETHAVE ){
		CHAR_setInt( charaindex, CHAR_DEFAULTPET, -1 );
	}
	return 0;
#endif
}

int BATTLE_RescueEntry(	int charaindex, int toindex	)
{
	int iRet = 0, battleindex, fd, pindex;
	char szBuffer[256]="";

#ifdef _BATTLE_TIMESPEED
	fd = getfdFromCharaIndex( charaindex);
	if( CONNECT_getBDTime( fd) > time( NULL) )	{
		return 1;
	}
#endif

	battleindex = CHAR_getWorkInt( toindex, CHAR_WORKBATTLEINDEX );
	if( !BATTLE_CHECKINDEX( battleindex) ) return 1;
	if( ( fd = getfdFromCharaIndex(charaindex) ) < 0 ) return 1;

	if( CHAR_getWorkInt( toindex, CHAR_WORKBATTLEMODE ) == BATTLE_CHARMODE_FINAL
	||  CHAR_getWorkInt( toindex, CHAR_WORKBATTLEINDEX ) == -1 ){
		iRet = 1;
	}

	if( BattleArray[battleindex].type == BATTLE_TYPE_P_vs_P ){
		iRet = 1;
	}else{
		iRet = BATTLE_NewEntry(
			charaindex,
			battleindex,
			CHAR_getWorkInt( toindex, CHAR_WORKBATTLESIDE ) );
	}

	if( iRet == 0 ){
		CHAR_setWorkInt( charaindex, CHAR_WORKBATTLEMODE, BATTLE_CHARMODE_RESCUE );
		iRet = BATTLE_PetDefaultEntry(
			charaindex,
			battleindex,
			CHAR_getWorkInt( toindex, CHAR_WORKBATTLESIDE )
		);
	}



	if( iRet == 0 ){
		int		flg;
		if( CHAR_getInt( charaindex, CHAR_DEFAULTPET ) >= 0 ){
			pindex = CHAR_getCharPet( charaindex, CHAR_getInt( charaindex, CHAR_DEFAULTPET ) );
			CHAR_setWorkInt( pindex, CHAR_WORKBATTLEMODE, BATTLE_CHARMODE_RESCUE );
		}
		//snprintf( szBuffer, sizeof( szBuffer ), "(%s)加入作战。",
		//	CHAR_getUseName( charaindex ) );
		//BATTLE_BroadCast( battleindex, szBuffer, CHAR_COLORYELLOW );
		if( ( fd = getfdFromCharaIndex(charaindex) ) != -1 ){
			lssproto_EN_send( fd, BattleArray[battleindex].type, BattleArray[battleindex].field_no );
		}
		flg = (BattleArray[battleindex].Side[
			CHAR_getWorkInt( toindex, CHAR_WORKBATTLESIDE)].flg
			& BSIDE_FLG_HELP_OK)? TRUE:FALSE;
		lssproto_HL_send( fd, flg);
		sprintf( szBuffer, "BP|%X|%X|%X",
			BATTLE_Index2No( battleindex, charaindex ), BP_FLG_JOIN, CHAR_getInt(charaindex, CHAR_MP ) );
		BATTLE_CommandSend( charaindex, szBuffer );
	}else{
		snprintf( szBuffer, sizeof( szBuffer ), "无法参战。" );
        CHAR_talkToCli( charaindex, -1, szBuffer, CHAR_COLORYELLOW);
		if( ( fd = getfdFromCharaIndex(charaindex) ) != -1 ){
			lssproto_EN_send( fd, FALSE, BattleArray[battleindex].field_no );
		}
	}
	BATTLE_ClearGetExp( charaindex );
	return iRet;
}

BOOL BATTLE_RescueTry( int charaindex)
{
    int     x,y;
    OBJECT  object;
    int     pfound = FALSE;
    int     result = FALSE;
	int		fd;
	int		i;
	int		cnt;

	fd = getfdFromCharaIndex( charaindex);
	if( fd == -1 ) return FALSE;
#if 1	// 修正利用参战重复加入战斗	Robin
	if( CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEMODE) != BATTLE_CHARMODE_NONE) {
		CHAR_talkToCli( charaindex, -1, " 重复加入战斗! ", CHAR_COLORRED);
		print("\n 改封包!!重复加入战斗!:%s ", CHAR_getChar( charaindex, CHAR_CDKEY) );
		//lssproto_EN_send( fd, FALSE, 0 );
		return FALSE;
	}
#endif
    if( CHAR_getWorkInt( charaindex, CHAR_WORKPARTYMODE) != CHAR_PARTY_NONE ) {
		lssproto_EN_send( fd, FALSE, 0 );
    	return FALSE;
	}
#ifdef _BATTLE_TIMESPEED
	if( CONNECT_getBDTime( fd) > time( NULL) )	{
		return FALSE;
	}
#endif
	for( i = 0; i < CONNECT_WINDOWBUFSIZE; i ++ ) {
        CONNECT_setBattlecharaindex(fd,i,-1);
    }
    CHAR_getCoordinationDir( CHAR_getInt( charaindex, CHAR_DIR ) ,
                             CHAR_getInt( charaindex , CHAR_X ),
                             CHAR_getInt( charaindex , CHAR_Y ) ,
                             1 , &x , &y );

	cnt = 0;
    for( object = MAP_getTopObj( CHAR_getInt( charaindex, CHAR_FLOOR),x,y) ;
         object ;
         object = NEXT_OBJECT(object ) )
    {
        int toindex;
        int objindex = GET_OBJINDEX(object);
        if( OBJECT_getType( objindex) != OBJTYPE_CHARA) continue;
        toindex = OBJECT_getIndex( objindex);
        if( CHAR_getInt( toindex, CHAR_WHICHTYPE) != CHAR_TYPEPLAYER ) continue;
        pfound = TRUE;
        if( CHAR_getWorkInt( toindex, CHAR_WORKBATTLEMODE) == BATTLE_CHARMODE_NONE ){
			continue;
		}
		if( BattleArray[ CHAR_getWorkInt( toindex, CHAR_WORKBATTLEINDEX)].type
			!= BATTLE_TYPE_P_vs_E ){
			continue;
		}
		if( !(BattleArray[CHAR_getWorkInt( toindex,CHAR_WORKBATTLEINDEX)].Side[
						CHAR_getWorkInt( toindex, CHAR_WORKBATTLESIDE)].flg
			& BSIDE_FLG_HELP_OK)){
			continue;
		}
        CONNECT_setBattlecharaindex( fd, cnt, toindex );
		cnt++;
		if( cnt == CONNECT_WINDOWBUFSIZE ) break;
	}
	if( cnt == 0 ) {
	    if( pfound == FALSE ) {
	        CHAR_talkToCli( charaindex, -1, "那里没有任何人。",
                            CHAR_COLORYELLOW);
	    }
		lssproto_EN_send( fd, FALSE, 0 );
	}else if( cnt == 1 ) {
		if( BATTLE_RescueEntry( charaindex,
                                CONNECT_getBattlecharaindex(fd,0) ) ){
        	CHAR_talkToCli( charaindex, -1, "无法参战。", CHAR_COLORYELLOW);
		}else {
			result = TRUE;
		}
	}else if( cnt > 1 ) {
		int		strlength;
		char	msgbuf[1024];
		char	escapebuf[2048];
		strcpy( msgbuf, "1\n加入谁的战斗呢？\n");
		strlength = strlen( msgbuf);
		for( i = 0;
             CONNECT_getBattlecharaindex( fd,i ) != -1
			&& i< CONNECT_WINDOWBUFSIZE; i ++ ){
			char	*a = CHAR_getChar( CONNECT_getBattlecharaindex(fd,i), CHAR_NAME);
			char	buf[256];
			snprintf( buf, sizeof( buf),"%s\n", a);
			if( strlength + strlen( buf) > arraysizeof( msgbuf)){
				print( "\nerr:%s:%d 视窗的讯息缓冲不足\n",
						__FILE__,__LINE__);
				break;
			}
			strcpy( &msgbuf[strlength], buf);
			strlength += strlen(buf);
		}
		lssproto_WN_send( fd, WINDOW_MESSAGETYPE_SELECT,
						WINDOW_BUTTONTYPE_CANCEL,
						CHAR_WINDOWTYPE_SELECTBATTLE,
						-1,
					makeEscapeString( msgbuf, escapebuf, sizeof(escapebuf)));

    }

	return result;
}




BOOL BATTLE_RescueParentTry( int charaindex, int pindex)
{
    int     result = FALSE;
    if( CHAR_getFlg( charaindex, CHAR_ISDIE)) return FALSE;
    if( CHAR_getWorkInt( charaindex, CHAR_WORKPARTYINDEX1) != pindex ) return FALSE;
    if( CHAR_getWorkInt( pindex, CHAR_WORKBATTLEMODE) == BATTLE_CHARMODE_NONE ){
		return FALSE;
	}
	if( BATTLE_RescueEntry( charaindex, pindex ) ){
		result = FALSE;
	}else{
		result = TRUE;
	}
	if( result == FALSE ) {
        CHAR_talkToCli( charaindex, -1, "无法参战。", CHAR_COLORYELLOW);
    }
	return result;
}

int BATTLE_PartyNewEntry(
	int charaindex,
	int battleindex,
	int side
)
{
	int iRet = 0, i, work;
#if 1

	iRet = BATTLE_NewEntry( charaindex, battleindex, side );
	if( iRet )return iRet;
	CAflush( charaindex );
	CDflush( charaindex );
	iRet = BATTLE_PetDefaultEntry( charaindex, battleindex, side );
	if( iRet )return iRet;
	BATTLE_ClearGetExp( charaindex );
#endif

	for( i = 1; i < CHAR_PARTYMAX; i ++ ){
		work = CHAR_getWorkInt( charaindex, i + CHAR_WORKPARTYINDEX1 );
		if( CHAR_CHECKINDEX( work ) == FALSE )continue;
		if( CHAR_getWorkInt( work, CHAR_WORKBATTLEMODE ) != 0 ){
			continue;
		}
		iRet = BATTLE_NewEntry( work, battleindex, side );
		if( iRet )break;
		CAflush( work );
		CDflush( work );
		iRet = BATTLE_PetDefaultEntry( work, battleindex, side );
		if( iRet )return iRet;
		BATTLE_ClearGetExp( work );
	}
	return iRet;
}














#if 1

int BATTLE_WatchNewEntry(
	int charaindex,
	int battleindex,
	int side
)
{
	BATTLE_ENTRY	*pEntry;
	BATTLE *pBattle;
	int iEntryFirst = 0, iEntryMax = BATTLE_ENTRY_MAX, i;

	if( BATTLE_CHECKSIDE( side ) == FALSE )return BATTLE_ERR_PARAM;
	if( BATTLE_CHECKINDEX( battleindex ) == FALSE )return BATTLE_ERR_BATTLEINDEX;
	if( CHAR_CHECKINDEX( charaindex ) == FALSE )return BATTLE_ERR_CHARAINDEX;

	pBattle = &BattleArray[battleindex];

	if( pBattle->use == FALSE )return BATTLE_ERR_NOUSE;

	if( side < 0 || side > 1 ){
		return BATTLE_ERR_PARAM;
	}

	switch( CHAR_getInt( charaindex, CHAR_WHICHTYPE ) ){


	case CHAR_TYPEPLAYER:
		if( pBattle->Side[side].type != BATTLE_S_TYPE_PLAYER ){
			return BATTLE_ERR_TYPE;
		}
		iEntryFirst = 0;
		iEntryMax = BATTLE_PLAYER_MAX;
		break;
	default:
		print( "不明(%s)(%d)\n",
			CHAR_getUseName( charaindex ),
			CHAR_getInt( charaindex, CHAR_WHICHTYPE ) );
		return BATTLE_ERR_TYPE;
	}


	pEntry = pBattle->Side[side].Entry;

	for( i = iEntryFirst; i < iEntryMax; i ++ ){
		if( pEntry[i].charaindex == -1 )break;
	}

	if( i == iEntryMax ){
		return BATTLE_ERR_ENTRYMAX;
	}

	EntryInit( &pEntry[i] );

	pEntry[i].charaindex = charaindex;

	pEntry[i].bid = i + side * SIDE_OFFSET;

	CHAR_setWorkInt( charaindex, CHAR_WORKBATTLEINDEX,
		battleindex );

	CHAR_setWorkInt( charaindex, CHAR_WORKBATTLEMODE,
		BATTLE_CHARMODE_WATCHINIT );

	CHAR_setWorkInt( charaindex, CHAR_WORKBATTLESIDE, side );

	CHAR_setWorkInt( charaindex, CHAR_WORKBATTLEFLG, 0 );

	CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM1, -1 );
	CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM2, -1 );
	CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM3, -1 );

	CHAR_setWorkInt( charaindex, CHAR_WORKBATTLEWATCH, 1 );

	return 0;
}


int BATTLE_WatchPartyNewEntry(
	int charaindex,
	int battleindex,
	int side
)
{
	int iRet = 0, i, work;
#if 1

	iRet = BATTLE_WatchNewEntry( charaindex, battleindex, side );
	if( iRet )return iRet;

	CAflush( charaindex );

	CDflush( charaindex );

#endif

	for( i = 1; i < CHAR_PARTYMAX; i ++ ){

		work = CHAR_getWorkInt( charaindex, i + CHAR_WORKPARTYINDEX1 );
		if( CHAR_CHECKINDEX( work ) == FALSE )continue;

		if( CHAR_getWorkInt( work, CHAR_WORKBATTLEMODE ) != 0 ){
			continue;
		}

		iRet = BATTLE_WatchNewEntry( work, battleindex, side );

		if( iRet )break;

		CAflush( work );
		CDflush( work );
	}
	return iRet;

}




int BATTLE_CreateForWatcher( int charaindex, int topbattleindex );

int BATTLE_WatchEntry(
		int charaindex,
        int toindex
	)
{
	int iRet = 0, battleindex, fd;
	char szBuffer[256]="";

	battleindex = CHAR_getWorkInt( toindex, CHAR_WORKBATTLEINDEX );

	if( CHAR_getWorkInt( toindex, CHAR_WORKBATTLEMODE ) == BATTLE_CHARMODE_FINAL
	||  CHAR_getWorkInt( toindex, CHAR_WORKBATTLEMODE ) == BATTLE_CHARMODE_NONE
	||  CHAR_getWorkInt( toindex, CHAR_WORKBATTLEINDEX ) == -1
	){
		iRet = 1;
	}

	if( iRet == 0 ){
		iRet = BATTLE_CreateForWatcher( charaindex, battleindex );
	}
	if( iRet == 0 ){
		//snprintf( szBuffer, sizeof( szBuffer ), "(%s)开始观战。",
		//	CHAR_getUseName( charaindex ) );

		//BATTLE_BroadCast( battleindex, szBuffer, CHAR_COLORYELLOW );
		if( ( fd = getfdFromCharaIndex(charaindex) ) != -1 ){
			lssproto_EN_send( fd, BattleArray[battleindex].type, BattleArray[battleindex].field_no );
		}

		sprintf( szBuffer, "BP|%X|%X|%X",
			20, BP_FLG_JOIN, CHAR_getInt(charaindex, CHAR_MP ) );
		BATTLE_CommandSend( charaindex, szBuffer );

	}else{
		snprintf( szBuffer, sizeof( szBuffer ), "无法观战。" );
        CHAR_talkToCli( charaindex, -1, szBuffer, CHAR_COLORYELLOW);

		if( ( fd = getfdFromCharaIndex(charaindex) ) != -1 ){
			lssproto_EN_send( fd, FALSE, 0 );
		}
	}

	return iRet;
}



BOOL BATTLE_WatchTry( int charaindex )
{
    int     x,y;
    OBJECT  object;
    int     pfound = FALSE;
    int     result = FALSE;
	int		fd;
	int		i;
	int		cnt;


	fd = getfdFromCharaIndex( charaindex);
	if( fd == -1 )return FALSE;

	for( i = 0; i < CONNECT_WINDOWBUFSIZE ; i ++ ) {
        CONNECT_setBattlecharaindex( fd,i,-1);
    }
    /*   及蟆及甄  毛  月 */
    CHAR_getCoordinationDir( CHAR_getInt( charaindex, CHAR_DIR ) ,
                             CHAR_getInt( charaindex , CHAR_X ),
                             CHAR_getInt( charaindex , CHAR_Y ) ,
                             1 , &x , &y );

	cnt = 0;
    /*愤坌及  及蟆及平乓仿毛潸  允月 */
    for( object = MAP_getTopObj( CHAR_getInt( charaindex, CHAR_FLOOR),x,y) ;
         object ;
         object = NEXT_OBJECT(object ) )
    {
        int toindex;
        int objindex = GET_OBJINDEX(object);
        /* 平乓仿弁正□元扎卅中 */
        if( OBJECT_getType( objindex) != OBJTYPE_CHARA) continue;
        toindex = OBJECT_getIndex( objindex);
        /* 皿伊奶乩□元扎卅中 */
        if( CHAR_getInt( toindex, CHAR_WHICHTYPE) != CHAR_TYPEPLAYER ) continue;
        pfound = TRUE;
        /* 爵    匹卅中卅日戚尺 */
        if( CHAR_getWorkInt( toindex, CHAR_WORKBATTLEMODE) == BATTLE_CHARMODE_NONE ){
			continue;
		}

        CONNECT_setBattlecharaindex( fd,cnt, toindex );
		cnt++;
		if( cnt == CONNECT_WINDOWBUFSIZE ) break;
	}
	if( cnt == 0 ) {
	    if( pfound == FALSE ) {
	        CHAR_talkToCli( charaindex, -1, "那里没有任何人。",
                            CHAR_COLORYELLOW);
	    }
	    // 分木手中卅仁化棋爵撩
		lssproto_EN_send( fd, FALSE, 0 );
	}
	/* ㄠ谛仄井中卅中桦宁反巨件玄伉□今六月 */
	else if( cnt == 1 ) {
		if( BATTLE_WatchEntry( charaindex,CONNECT_getBattlecharaindex(fd,0)) )
		{
			result = FALSE;
		} else {
			result = TRUE;
		}
	}
    /*   醒谛中凶日它奴件玉它毛请仄化  中宁歹六月 */
    else if( cnt > 1 ) {
		int		strlength;
		char	msgbuf[1024];
		char	escapebuf[2048];
		strcpy( msgbuf, "1\n观看谁的战斗呢？\n");
		strlength = strlen( msgbuf);
		/* 它奴件玉它及丢永本□斥综岳［
		 * 爵    及平乓仿及域
		 */
		for( i = 0;
             CONNECT_getBattlecharaindex( fd,i ) != -1
			&& i< CONNECT_WINDOWBUFSIZE;
			i ++ )
		{
			char	*a = CHAR_getChar( CONNECT_getBattlecharaindex(fd,i),
                                       CHAR_NAME);
			char	buf[256];
			snprintf( buf, sizeof( buf),"%s\n", a);
			if( strlength + strlen( buf) > arraysizeof( msgbuf)){
				print( "\nerr:%s:%d 视窗的讯息缓冲不足\n",
						__FILE__,__LINE__);
				break;
			}
			strcpy( &msgbuf[strlength], buf);
			strlength += strlen(buf);
		}
		lssproto_WN_send( fd, WINDOW_MESSAGETYPE_SELECT,
						WINDOW_BUTTONTYPE_CANCEL,
						CHAR_WINDOWTYPE_SELECTBATTLEWATCH,
						-1,
					makeEscapeString( msgbuf, escapebuf, sizeof(escapebuf)));
    }

	return result;
}


#endif







#define MAX_DOUJYOUENEMY	64
static int	DoujyouEnemyTbl[10];	// ㄠㄟ手中日氏仃升
/***************************************************************
 *   桦乒□玉迕卞衬平乓仿潸
 ***************************************************************/
int *Doujyou_GetEnemy( int meindex, int charaindex )
{
	int		i;
	char	argstr[NPC_UTIL_GETARGSTR_BUFSIZE];
	char	buf[1024];
	int		ret;
	int		insert;
	int		WorkEnemyTbl[MAX_DOUJYOUENEMY];

	NPC_Util_GetArgStr( meindex, argstr, sizeof( argstr));

	/* 赓渝祭 */
	for( i = 0; i < arraysizeof(WorkEnemyTbl); i ++ ) {
		WorkEnemyTbl[i] = -1;
	}

	if( NPC_Util_GetStrFromStrWithDelim( argstr, "enemyno", buf, sizeof( buf))
		== NULL )
	{
		return NULL;
	}

	insert = 0;
	/* 娄醒卞踏中化丐月衬毛巨件玄伉□今六月 */
	for( i = 0; i < MAX_DOUJYOUENEMY; i ++ ) {
		int		curEnemy;
		char	data[128];

		ret = getStringFromIndexWithDelim( buf,",", i + 1,data, sizeof(data));
		if( ret == FALSE) {
			break;
		}

		curEnemy = ENEMY_getEnemyArrayFromId( atoi( data));
		if( !ENEMY_CHECKINDEX( curEnemy) ) continue;
		WorkEnemyTbl[insert] = curEnemy;
		insert ++;
	}
	// 分木手中卅井匀凶日巨仿□
	if( insert <= 0 )return NULL;

	// ㄠ    仿件母丞涩烂
	DoujyouEnemyTbl[0] = WorkEnemyTbl[RAND( 0, insert-1 )];


	if( NPC_Util_GetStrFromStrWithDelim( argstr, "enemypetno", buf, sizeof( buf))
		== NULL )
	{
		// 中卅井匀凶日窒手踏井卅中
		DoujyouEnemyTbl[1] = -1;
	}else{
		insert = 0;
		/* 娄醒卞踏中化丐月衬毛巨件玄伉□今六月 */
		for( i = 0; i < MAX_DOUJYOUENEMY; i ++ ) {
			int		curEnemy;
			char	data[128];

			ret = getStringFromIndexWithDelim( buf,",", i + 1,data, sizeof(data));
			if( ret == FALSE) {
				break;
			}

			curEnemy = ENEMY_getEnemyArrayFromId( atoi( data));
			if( !ENEMY_CHECKINDEX( curEnemy) ) continue;
			WorkEnemyTbl[insert] = curEnemy;
			insert ++;
		}
		// ㄡ    仿件母丞涩烂
		DoujyouEnemyTbl[1] = WorkEnemyTbl[RAND( 0, insert-1 )];
	}

	// ㄢ      仄
	DoujyouEnemyTbl[2] = -1;

	return DoujyouEnemyTbl;
}



static int DoujyouWeponTbl[] = {
	-1,
	ITEM_FIST,
	ITEM_AXE,
	ITEM_CLUB,
	ITEM_SPEAR,
	ITEM_BOW,
	ITEM_BOOMERANG,
	ITEM_BOUNDTHROW,
	ITEM_BREAKTHROW,
};
int DoujyouRandomWeponSet( int charaindex ){
	int wepon = -1, itemindex;
	int work = RAND( 0, arraysizeof( DoujyouWeponTbl ) - 1 );
	switch( DoujyouWeponTbl[work] ){
	case ITEM_AXE:		wepon = 0;break;
	case ITEM_CLUB:		wepon = 100;break;
	case ITEM_SPEAR:	wepon = 200;break;
	case ITEM_BOW:		wepon = 2498;break;
	case ITEM_BOOMERANG:wepon = 500;break;
	case ITEM_BOUNDTHROW:wepon = 600;break;
	case ITEM_BREAKTHROW:wepon = 700;break;
	}
	itemindex =	CHAR_getItemIndex( charaindex, CHAR_ARM );
	if( ITEM_CHECKINDEX( itemindex ) == TRUE ){
		ITEM_endExistItemsOne( itemindex );
	}

	if( wepon >= 0 ){
		itemindex = ITEM_makeItemAndRegist( wepon ) ;
		CHAR_setItemIndex( charaindex, CHAR_ARM, itemindex );
		ITEM_setWorkInt( itemindex, ITEM_WORKCHARAINDEX, charaindex );
		ITEM_setWorkInt( itemindex, ITEM_WORKOBJINDEX, -1 );
	}
	switch( DoujyouWeponTbl[work] ){
	case -1:
	case ITEM_AXE:
	case ITEM_CLUB:
	case ITEM_SPEAR:
		return 0;
	}
	return 1;

}

static int BattleERSkill1[]={
3, 10, 11, 12, 30, 31, 40, 41, 50, 51, 52, 60, 61, 80, 90, 110, 120, 150, 210,
303, 309, 315, 321, 503, 504, 506, 507, 541, 542, 543, 544, 545, 546, 547, 575, 579, 580,
606, 613, 615 };

static int BattleERSkill2[]={
12, 13, 20, 41, 52, 152, 210, 306, 312, 318, 324, 325, 500, 501, 502, 505,
508, 541, 542, 543, 544, 545, 546, 547, 576, 580, 594, 606, 613, 616 };

void BATTLE_EnemyRandowSetSkill( int enemyindex, int skillType)
{
	int i;
	switch( skillType){
	case 1:
		for( i=0; i<7; i++){
			int skillarray, skillID, Ri;
			Ri = RAND( 0, arraysizeof( BattleERSkill1) - 1 );
			skillID = BattleERSkill1[Ri];
			skillarray = PETSKILL_getPetskillArray( skillID);
			if( PETSKILL_CHECKINDEX( skillarray) == FALSE ){
				CHAR_setPetSkill( enemyindex, i, 1);
				//andy_log
				print("ANDY EnemyRandowSetSkill( ) skillID:%d array:%d err \n",
					skillID, skillarray	);
				continue;
			}
			CHAR_setPetSkill( enemyindex, i, skillID);
		}
		break;
	case 2:
		for( i=0; i<7; i++){
			int skillarray, skillID, Ri;
			Ri = RAND( 0, arraysizeof( BattleERSkill2) - 1 );
			skillID = BattleERSkill2[Ri];
			skillarray = PETSKILL_getPetskillArray( skillID);
			if( PETSKILL_CHECKINDEX( skillarray) == FALSE ){
				CHAR_setPetSkill( enemyindex, i, 1);
				//andy_log
				print("ANDY *EnemyRandowSetSkill( ) skillID:%d array:%d err \n",
					skillID, skillarray	);
				continue;
			}
			CHAR_setPetSkill( enemyindex, i, skillID);
		}
		break;
    default : return;
        break;
	}

}

int BATTLE_CreateVsEnemy( int charaindex, int mode, int npcindex )
{
	int battleindex, iRet = 0,  enemyindex, i, pindex;
	int	*enemytable = NULL, fd, field_no, baselevel = 0;
	int skillType=0;
	int EnemyList[20];

	if( CHAR_CHECKINDEX( charaindex ) == FALSE )return BATTLE_ERR_CHARAINDEX;

#ifdef _STREET_VENDOR
	// 摆摊中不可进入战斗
	if( CHAR_getWorkInt(charaindex,CHAR_WORKSTREETVENDOR) > -1) return BATTLE_ERR_END;
#endif

#ifdef _ANGEL_SUMMON // 装备使者信物不遇敌
	if( CHAR_getWorkInt(charaindex,CHAR_WORKANGELMODE) == TRUE ) return BATTLE_ERR_END;
#endif

	if( CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEMODE ) != BATTLE_CHARMODE_NONE ){
		CHAR_talkToCli( charaindex, -1, "二重遭遇。", CHAR_COLORYELLOW );
		return BATTLE_ERR_ALREADYBATTLE;
	}
	battleindex = BATTLE_CreateBattle(  );
	if( battleindex < 0 )return BATTLE_ERR_NOTASK;

	if( CHAR_CHECKINDEX( npcindex) ){
		skillType = CHAR_getWorkInt( npcindex, CHAR_NPCWORKINT11);
	}

	field_no = BATTLE_getBattleFieldNo(
		CHAR_getInt( charaindex, CHAR_FLOOR ) ,
		CHAR_getInt( charaindex, CHAR_X ) ,
		CHAR_getInt( charaindex, CHAR_Y ) );
	if( field_no > BATTLE_MAP_MAX || field_no < 0 ){
		field_no = RAND( 0, BATTLE_MAP_MAX );
	}

	BattleArray[battleindex].Side[0].type = BATTLE_S_TYPE_PLAYER;
	BattleArray[battleindex].Side[1].type = BATTLE_S_TYPE_ENEMY;
	BattleArray[battleindex].leaderindex = charaindex;
	BattleArray[battleindex].type = BATTLE_TYPE_P_vs_E;
	BattleArray[battleindex].createindex = npcindex;
	BattleArray[battleindex].field_no = field_no;
	//andy_edit 2002/10/23
	/*
	if( (iRet = BATTLE_PartyNewEntry( charaindex, battleindex, 0 ) ) ){
		goto BATTLE_CreateVsEnemy_End;
	}
	*/
	BattleArray[battleindex].Side[0].flg &= ~BSIDE_FLG_HELP_OK;
	if( mode == 0 ) {
		enemytable = ENEMY_getEnemy( charaindex,
								   CHAR_getInt( charaindex, CHAR_X),
								   CHAR_getInt( charaindex, CHAR_Y));
	}else if( mode == 1 ) {
		enemytable = NPC_Util_getEnemy( npcindex, charaindex);
	}else if( mode == 2 ) {
		enemytable = Doujyou_GetEnemy( npcindex, charaindex );
		baselevel = CHAR_getInt( npcindex, CHAR_LV );
		BattleArray[battleindex].norisk = 1;
	}
	if( enemytable == NULL ) {
		iRet = BATTLE_ERR_NOENEMY;
		goto BATTLE_CreateVsEnemy_End;
	}

	for( i = 0; *(enemytable+i)!= -1 && i < arraysizeof( EnemyList )-1; i ++ ){
		EnemyList[i] = *(enemytable+i);
	}
	EnemyList[i] = -1;

#ifdef _BATTLE_TIMESPEED
	fd = getfdFromCharaIndex( charaindex );
	BattleArray[battleindex].CreateTime = time(NULL);
	BattleArray[battleindex].flgTime = 200; // 1/100 sec
#endif

#ifdef _ACTION_BULLSCR
#ifndef _BULL_CUTBULLSCR
	BattleArray[battleindex].enemynum=0;
#endif
#endif
	for( i = 0; EnemyList[i] != -1; i ++ ){
		int work;
		enemyindex = ENEMY_createEnemy( EnemyList[i], baselevel );
#ifdef _ACTION_BULLSCR
#ifndef _BULL_CUTBULLSCR
		BattleArray[battleindex].enemynum++;
#endif
#endif
	if( skillType > 0 ){
		//int ENEMY_RandomChange( int enemyindex, int tempno ){
		BATTLE_EnemyRandowSetSkill( enemyindex, skillType);
	}
		if( enemyindex < 0 ){
			iRet = BATTLE_ERR_NOENEMY;
			goto BATTLE_CreateVsEnemy_End;
		}

		if( mode == 2 ){
			if( i == 0 ){
				CHAR_setInt( enemyindex, CHAR_BASEBASEIMAGENUMBER,
					CHAR_getInt( npcindex, CHAR_BASEBASEIMAGENUMBER ) );
				CHAR_setInt( enemyindex, CHAR_BASEIMAGENUMBER,
					CHAR_getInt( npcindex, CHAR_BASEBASEIMAGENUMBER ) );
				CHAR_setChar( enemyindex, CHAR_NAME,
					CHAR_getChar( npcindex, CHAR_NAME ) );
				CHAR_complianceParameter( enemyindex );
			}
		}
		if( ( iRet = BATTLE_NewEntry( enemyindex,  battleindex, 1 ) ) ){
			goto BATTLE_CreateVsEnemy_End;
		}
		if( CHAR_getInt( enemyindex, CHAR_DUELPOINT ) > 0 ){
			BattleArray[battleindex].dpbattle = 1;
		}
		work = CHAR_getInt( enemyindex, CHAR_BASEBASEIMAGENUMBER );
		if( 100466 <= work && work <= 100471 ){
			CHAR_setWorkInt( enemyindex, CHAR_WORKBATTLEFLG,
				CHAR_getWorkInt( enemyindex, CHAR_WORKBATTLEFLG ) | CHAR_BATTLEFLG_ABIO );
			print( "(%s)无生物\n", CHAR_getUseName( enemyindex ) );
		}
	}
	//andy_edit 2002/10/23
	if( (iRet = BATTLE_PartyNewEntry( charaindex, battleindex, 0 ) ) ){
		goto BATTLE_CreateVsEnemy_End;
	}
	{
		BATTLE_ENTRY *pEntry, EntryWork;
		pEntry = BattleArray[battleindex].Side[1].Entry;
		for( i = 0; i < 5; i ++ ){
			EntryWork = pEntry[i];
			pEntry[i] = pEntry[i+5];
			pEntry[i+5] = EntryWork;
			pEntry[i].bid = i + SIDE_OFFSET;
			pEntry[i+5].bid = i + 5 + SIDE_OFFSET;
		}
	}

BATTLE_CreateVsEnemy_End:;
	fd = getfdFromCharaIndex( charaindex);

	if( iRet ){
		BATTLE_ExitAll( battleindex );
		BATTLE_DeleteBattle( battleindex );
		if( fd != -1 )lssproto_EN_send( fd, FALSE, field_no );
	}else{
		if( fd != -1 ){
			if( BattleArray[battleindex].dpbattle ){
				lssproto_EN_send( fd, BATTLE_TYPE_DP_BATTLE, field_no );
			}else{
				if( mode == 1 ){
					lssproto_EN_send( fd, BATTLE_TYPE_BOSS_BATTLE, field_no );
				}else{
					lssproto_EN_send( fd, BattleArray[battleindex].type, field_no );
				}
			}
		}else	{
			BATTLE_ExitAll( battleindex );
			BATTLE_DeleteBattle( battleindex );
			return iRet;
		}

		for( i = 1; i < CHAR_PARTYMAX; i ++ ){
			pindex = CHAR_getWorkInt( charaindex, i + CHAR_WORKPARTYINDEX1 );
			if( CHAR_CHECKINDEX( pindex ) == FALSE )continue;
			if( CHAR_getWorkInt( pindex, CHAR_WORKBATTLEMODE ) ==
				BATTLE_CHARMODE_FINAL ) continue;
			fd = getfdFromCharaIndex(pindex);
			if( fd != -1 ){
				if( mode == 1 ){
					lssproto_EN_send( fd, BATTLE_TYPE_BOSS_BATTLE, field_no );
				}else{
					lssproto_EN_send( fd, BattleArray[battleindex].type, field_no );
				}
			}
		}
		if( CHAR_getWorkInt( charaindex, CHAR_WORKACTION) != -1 ) {
			CHAR_sendWatchEvent(
					CHAR_getWorkInt( charaindex, CHAR_WORKOBJINDEX),
					CHAR_ACTSTAND,
					NULL, 0, FALSE);
			CHAR_setWorkInt( charaindex, CHAR_WORKACTION, -1);
		}
		CHAR_sendBattleEffect( charaindex, ON);
		for( i = 1; i < CHAR_PARTYMAX; i ++ ){
			pindex = CHAR_getWorkInt( charaindex, i + CHAR_WORKPARTYINDEX1 );
			if( CHAR_CHECKINDEX( pindex ) == FALSE )continue;
			if( CHAR_getWorkInt( pindex, CHAR_WORKACTION) != -1 ) {
				CHAR_sendWatchEvent(
						CHAR_getWorkInt( pindex, CHAR_WORKOBJINDEX),
						CHAR_ACTSTAND,
						NULL, 0, FALSE);
				CHAR_setWorkInt( pindex, CHAR_WORKACTION, -1);
			}
			CHAR_sendBattleEffect( pindex, ON);
		}
	}
	return iRet;
}

int BATTLE_CreateVsPlayer( int charaindex0, int charaindex1 )
{
	int battleindex, pindex, field_no,
	i, j, charaindex[2],
	parent[2], fd,
	iRet = 0;

	if( CHAR_CHECKINDEX( charaindex0 ) == FALSE )return BATTLE_ERR_CHARAINDEX;
	if( CHAR_CHECKINDEX( charaindex1 ) == FALSE )return BATTLE_ERR_CHARAINDEX;

	if( CHAR_getWorkInt( charaindex0, CHAR_WORKBATTLEMODE ) != BATTLE_CHARMODE_NONE ){
		CHAR_talkToCli( charaindex0, -1, "二重遭遇。", CHAR_COLORYELLOW );
		CHAR_talkToCli( charaindex1, -1, "二重遭遇。", CHAR_COLORYELLOW );
		return BATTLE_ERR_ALREADYBATTLE;
	}
	if( CHAR_getWorkInt( charaindex1, CHAR_WORKBATTLEMODE ) != BATTLE_CHARMODE_NONE ){
		CHAR_talkToCli( charaindex0, -1, "二重遭遇。", CHAR_COLORYELLOW );
		CHAR_talkToCli( charaindex1, -1, "二重遭遇。", CHAR_COLORYELLOW );
		return BATTLE_ERR_ALREADYBATTLE;
	}
#ifdef _DEATH_CONTEND
	if( CHAR_getInt( charaindex0, CHAR_FLOOR) == 8250 ||
		CHAR_getInt( charaindex0, CHAR_PKLISTLEADER) != 1 ||
		CHAR_getInt( charaindex0, CHAR_PKLISTTEAMNUM) == -1 ||
//		CHAR_getWorkInt( charaindex0, CHAR_WORKPARTYMODE ) != CHAR_PARTY_LEADER ||
		CHAR_getInt( charaindex1, CHAR_PKLISTLEADER) != 1 ||
		CHAR_getInt( charaindex1, CHAR_PKLISTTEAMNUM) == -1 //||
//		CHAR_getWorkInt( charaindex1, CHAR_WORKPARTYMODE ) != CHAR_PARTY_LEADER

		){


		CHAR_talkToCli( charaindex0, -1, "无效战斗。", CHAR_COLORYELLOW );
		CHAR_talkToCli( charaindex1, -1, "无效战斗。", CHAR_COLORYELLOW );
		return BATTLE_ERR_ALREADYBATTLE;
	}
/*

	if( PKLIST_CheckPKReapetTeam(
			CHAR_getInt( charaindex0, CHAR_PKLISTTEAMNUM),
			CHAR_getInt( charaindex1, CHAR_PKLISTTEAMNUM) ) == FALSE ){
		CHAR_talkToCli( charaindex0, -1, "重复战斗。", CHAR_COLORYELLOW );
		CHAR_talkToCli( charaindex1, -1, "重复战斗。", CHAR_COLORYELLOW );
		return BATTLE_ERR_ALREADYBATTLE;
	}
*/
#endif

	field_no = BATTLE_getBattleFieldNo(
		CHAR_getInt( charaindex0, CHAR_FLOOR ) ,
		CHAR_getInt( charaindex0, CHAR_X ),
		CHAR_getInt( charaindex0, CHAR_Y ) );

	charaindex[0] = charaindex0;
	charaindex[1] = charaindex1;
	for( j = 0; j < 2; j ++ ){
		if( CHAR_getWorkInt( charaindex[j], CHAR_WORKBATTLEMODE ) != 0 ){
			return BATTLE_ERR_ALREADYBATTLE;
		}
	}
	for( j = 0; j < 2; j ++ ){
		if( CHAR_getWorkInt( charaindex[j], CHAR_WORKPARTYMODE ) == CHAR_PARTY_LEADER ){
			parent[j] = charaindex[j];
		}else
			if( CHAR_getWorkInt( charaindex[j], CHAR_WORKPARTYMODE ) == CHAR_PARTY_CLIENT ){
				parent[j] = CHAR_getWorkInt( charaindex[j], CHAR_WORKPARTYINDEX1 );
			}else{
				parent[j] = -1;
			}
	}
	if( parent[0] != -1 && parent[0] == parent[1] ){
		return BATTLE_ERR_SAMEPARTY;
	}
	battleindex = BATTLE_CreateBattle( );
	if( battleindex < 0 )return BATTLE_ERR_NOTASK;

	BattleArray[battleindex].Side[0].type = BATTLE_S_TYPE_PLAYER;
	BattleArray[battleindex].Side[1].type = BATTLE_S_TYPE_PLAYER;
	BattleArray[battleindex].leaderindex = charaindex0;
	BattleArray[battleindex].type = BATTLE_TYPE_P_vs_P;
	BattleArray[battleindex].dpbattle = 1;
	BattleArray[battleindex].field_no = field_no;
#ifdef _BATTLE_TIMESPEED
	BattleArray[battleindex].CreateTime = time(NULL);
#endif

#ifdef _DEATH_CONTEND//计算胜败func
	BattleArray[battleindex].PkFunc = NPC_PKLIST_Finish_Exit;
	//winside = 0
	BattleArray[battleindex].menum = CHAR_getInt( charaindex0, CHAR_PKLISTTEAMNUM);
	BattleArray[battleindex].tonum = CHAR_getInt( charaindex1, CHAR_PKLISTTEAMNUM);
#endif

	for( j = 0; j < 2; j ++ ){
		iRet = BATTLE_PartyNewEntry( charaindex[j], battleindex, j );
		if( iRet ){
			goto BATTLE_CreateVsPlayer_End;
		}
		BattleArray[battleindex].Side[j].flg &= ~BSIDE_FLG_HELP_OK;
	}
BATTLE_CreateVsPlayer_End:;
	if( iRet ){
		BATTLE_ExitAll( battleindex );
		BATTLE_DeleteBattle( battleindex );
		fd = getfdFromCharaIndex(charaindex[0]);
		if( fd != -1 )lssproto_EN_send( fd, FALSE, field_no );
	}else{
		for( j = 0; j < 2; j ++ ){
			fd = getfdFromCharaIndex(charaindex[j]);
			if( fd != -1 )lssproto_EN_send( fd, BattleArray[battleindex].type, field_no );
			if( CHAR_getWorkInt( charaindex[j], CHAR_WORKACTION) != -1 ) {
				CHAR_sendWatchEvent(
						CHAR_getWorkInt( charaindex[j], CHAR_WORKOBJINDEX),
						CHAR_ACTSTAND,
						NULL, 0, FALSE);
				CHAR_setWorkInt( charaindex[j], CHAR_WORKACTION, -1);

			}
			CHAR_sendBattleEffect( charaindex[j], ON);
			for( i = 1; i < CHAR_PARTYMAX; i ++ ){
				pindex = CHAR_getWorkInt( charaindex[j], i + CHAR_WORKPARTYINDEX1 );
				if( CHAR_CHECKINDEX( pindex ) == FALSE )continue;
				if( CHAR_getWorkInt( pindex, CHAR_WORKBATTLEMODE ) ==
					BATTLE_CHARMODE_FINAL ) continue;

				fd = getfdFromCharaIndex(pindex);
				if( fd != -1 )lssproto_EN_send( fd, BattleArray[battleindex].type, field_no );
				if( CHAR_getWorkInt( pindex, CHAR_WORKACTION) != -1 ) {
					CHAR_sendWatchEvent(
							CHAR_getWorkInt( pindex, CHAR_WORKOBJINDEX),
							CHAR_ACTSTAND,
							NULL, 0, FALSE);
					CHAR_setWorkInt( pindex, CHAR_WORKACTION, -1);

				}
				CHAR_sendBattleEffect( pindex, ON );
			}
		}
	}
	return iRet;
}


//*********************************************************
//
// 棋爵迕田玄伙正旦弁毛馨笛［玄永皿及戚卞涩烂允月
//
int BATTLE_WatchLink( int topbattleindex, int battleindex )
//
//
//*********************************************************
{
	BATTLE *pWork, *pTop;

	if( BATTLE_CHECKINDEX( battleindex ) == FALSE ){
		fprint( "err:battle index 奇怪(%d)\n", battleindex );
		return FALSE;
	}
	if( BATTLE_CHECKINDEX( topbattleindex ) == FALSE ){
		fprint( "err:battle index 奇怪(%d)\n", topbattleindex );
		return FALSE;
	}

	pTop = &BattleArray[topbattleindex];

	if( BATTLE_CHECKADDRESS( pTop ) == FALSE ){
		fprint( "err:battle address 奇怪(%p)\n", pTop );
		return FALSE;
	}


	pWork = pTop->pNext;	// 田永弁失永皿

	if( pWork ){
		if( BATTLE_CHECKADDRESS( pWork ) == FALSE ){
			fprint( "err:battle address 奇怪(%p)\n", pWork );
			return FALSE;
		}
	}

	// 愤坌毛蟆及戚卞允月
	pTop->pNext = &BattleArray[battleindex];
	// 愤坌及蟆田玄伙毛涩烂
	BattleArray[battleindex].pBefore = pTop;
	// 愤坌及戚田玄伙毛涩烂
	BattleArray[battleindex].pNext = pWork;
	// 戚及蟆反愤坌
	if( pWork ){
		pWork->pBefore = &BattleArray[battleindex];
	}
	return TRUE;
}

//*********************************************************
//
// 棋爵迕田玄伙正旦弁毛夫午勾  仁
//
int BATTLE_WatchUnLink( int battleindex )
//
//
//*********************************************************
{
	BATTLE *pTop;

	if( BATTLE_CHECKINDEX( battleindex ) == FALSE ){
		fprint( "err:battle index 奇怪(%d)\n", battleindex );
		return FALSE;
	}

	// 愤坌毛蟆及田玄伙
	pTop = BattleArray[battleindex].pBefore;

	if( pTop ){
		if( BATTLE_CHECKADDRESS( pTop ) == FALSE ){
			fprint( "err:battle address 奇怪(%p)\n", pTop );
		}else{
			// 勾卅亢卅云仄
			pTop->pNext = BattleArray[battleindex].pNext;
		}
	}
	if( BattleArray[battleindex].pNext ){
		if( BATTLE_CHECKADDRESS( BattleArray[battleindex].pNext ) == FALSE ){
			fprint( "err:battle address 奇怪(%p)\n", BattleArray[battleindex].pNext );
		}else{
			BattleArray[battleindex].pNext->pBefore = pTop;
		}
	}
	// 愤坌及蟆田玄伙毛涩烂
	BattleArray[battleindex].pBefore = NULL;
	// 愤坌及戚田玄伙反  仄
	BattleArray[battleindex].pNext = NULL;

	return TRUE;

}


//*********************************************************
//
// 棋爵迕卞田玄伙正旦弁毛综岳允月
//
int BATTLE_CreateForWatcher( int charaindex, int topbattleindex )
//
//    曰袄 BATTLE_ERR
//
//*********************************************************
{
	int battleindex, field_no , pindex,
	i, fd,
	iRet = 0;

	// 由仿丢□正民尼永弁
	if( CHAR_CHECKINDEX( charaindex ) == FALSE )return BATTLE_ERR_CHARAINDEX;
	if( CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEMODE ) != BATTLE_CHARMODE_NONE ){
		CHAR_talkToCli( charaindex, -1, "二重遭遇。", CHAR_COLORYELLOW );
		return BATTLE_ERR_ALREADYBATTLE;
	}

	// 允匹卞爵    匹卅中井
	if( CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEMODE ) != 0 ){
		return BATTLE_ERR_ALREADYBATTLE;
	}

	// 爵  正旦弁毛综岳允月
	battleindex = BATTLE_CreateBattle(  );
	if( battleindex < 0 )return BATTLE_ERR_NOTASK;// 正旦弁  苇匹五卅井匀凶巨仿□

	// 仇切日及讽采反皿伊奶乩□讽采匹丐月午烂聒允月［
	BattleArray[battleindex].Side[0].type = BATTLE_S_TYPE_PLAYER;
	// 轾仇丹础及讽采手皿伊奶乩□讽采匹丐月午烂聒允月［
	BattleArray[battleindex].Side[1].type = BATTLE_S_TYPE_PLAYER;
	// 伉□母□毛忡绣
	BattleArray[battleindex].leaderindex = charaindex;
	// 爵  及正奶皿
	BattleArray[battleindex].type = BATTLE_TYPE_WATCH;
	BattleArray[battleindex].mode = BATTLE_MODE_WATCHBC;
	// 田玄伙白奴□伙玉  寞
	field_no = BattleArray[battleindex].field_no = BattleArray[topbattleindex].field_no;
	BattleArray[battleindex].turn = BattleArray[topbattleindex].turn;

	// 伉件弁今六月
	if( BATTLE_WatchLink( topbattleindex, battleindex ) == FALSE ){
		fprint( "err:battle link error(%d),(%d)\n",
			topbattleindex, battleindex );
		// 巨仿□质  匹及 GOTO
		goto BATTLE_CreateForWatcher_End;
	}

	// 由□  奴仍午巨件玄伉□
	iRet = BATTLE_WatchPartyNewEntry( charaindex, battleindex, 0 );
	if( iRet ){
		// 巨仿□质  匹及 GOTO
		goto BATTLE_CreateForWatcher_End;
	}


// 巨仿□及桦宁反允什卞戊戊卞  月
BATTLE_CreateForWatcher_End:;

	if( iRet ){	// 巨仿□互丐匀凶日正旦弁  滋
		// 蝈够  仃月
		BATTLE_ExitAll( battleindex );
		//｛爵  正旦弁绰轮
		BATTLE_DeleteBattle( battleindex );
		fd = getfdFromCharaIndex( charaindex );
		if( fd != -1 )lssproto_EN_send( fd, FALSE, field_no );
	}else{
		fd = getfdFromCharaIndex( charaindex );
		/* 巨件市它件玄岳  毛项尹月 */
		if( fd != -1 )lssproto_EN_send( fd, BattleArray[battleindex].type, field_no );
		/*   切禾□术霜月 */
		if( CHAR_getWorkInt( charaindex, CHAR_WORKACTION) != -1 ) {
			CHAR_sendWatchEvent(
					CHAR_getWorkInt( charaindex, CHAR_WORKOBJINDEX),
					CHAR_ACTSTAND,
					NULL, 0, FALSE);
			CHAR_setWorkInt( charaindex, CHAR_WORKACTION, -1);
		}
		/* 爵  失奶戊件  憎CA霜耨 */
		CHAR_sendBattleWatch( CHAR_getWorkInt( charaindex, CHAR_WORKOBJINDEX ), ON);

		// 醮棉卞手项尹月
		for( i = 1; i < CHAR_PARTYMAX; i ++ ){
			pindex = CHAR_getWorkInt( charaindex, i + CHAR_WORKPARTYINDEX1 );
			if( CHAR_CHECKINDEX( pindex ) == FALSE )continue;
			// 切扎氏午巨件市它件玄匹五化卅中卅日霜日卅中
			// FINAL 分匀凶日蟆及爵  苇化中月
			if( CHAR_getWorkInt( pindex, CHAR_WORKBATTLEMODE ) ==
				BATTLE_CHARMODE_FINAL ) continue;

			fd = getfdFromCharaIndex(pindex);
			/* 巨件市它件玄岳   */
			if( fd != -1 )lssproto_EN_send( fd, BattleArray[battleindex].type, field_no );
			/*   切禾□术霜月 */
			if( CHAR_getWorkInt( pindex, CHAR_WORKACTION) != -1 ) {
				CHAR_sendWatchEvent(
						CHAR_getWorkInt( pindex, CHAR_WORKOBJINDEX),
						CHAR_ACTSTAND,
						NULL, 0, FALSE);
				CHAR_setWorkInt( pindex, CHAR_WORKACTION, -1);
			}
			/* 爵  失奶戊件  憎CA霜耨 */
			CHAR_sendBattleWatch( CHAR_getWorkInt( charaindex, CHAR_WORKOBJINDEX ), ON);
		}
/*
		print( "以(%s)为领队与敌军交手。",
			CHAR_getChar( charaindex, CHAR_NAME ) );
*/
	}


	return iRet;
}






/*------------------------------------------------------------
 * 爵  毛  蝇允月
 ------------------------------------------------------------*/
void BATTLE_WatchStop( int charaindex )
{
	int battleindex;

	battleindex = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEINDEX );

	if( BATTLE_CHECKINDEX( battleindex ) == FALSE )return;
	// 平乓仿弁正互中凶日  仃今六月
	BATTLE_Exit( charaindex, battleindex );
	// 由□  奴  仃月
	CHAR_DischargePartyNoMsg( charaindex );

	CHAR_talkToCli( charaindex, -1,
		"战斗中止。", CHAR_COLORYELLOW );

	lssproto_B_send( getfdFromCharaIndex( charaindex ), "BU" );

}









//*************************************************************
//
//    正□件备潘热诸匹  蛹仄凶由仿丢□正毛俅孺仄化中仁
//
void BATTLE_TurnParam(
	int charaindex,
	int fixkind,
	int mod,
	int last
)
//
//
//*************************************************************
{
	int modparam, fixparam, lastparam;

	if( fixkind == -1 ){
		fixparam = 0;	// 葭互  中桦宁反ㄟ
	}else{
		fixparam = CHAR_getWorkInt( charaindex, fixkind );
	}
	if( last == -1 ){
		lastparam = 0;
	}else{
		lastparam = CHAR_getWorkInt( charaindex, last );
	}
	modparam = CHAR_getWorkInt( charaindex, mod );
	// 仇仇匹      ≈        午      及    毛苇化｝
	//       及袄毛俅孺仄化中仁

	// 漆反 MODPARAM 毛ㄡㄟ⊙蛹仄化中仁
	modparam *= 0.8;
	CHAR_setWorkInt( charaindex, mod, modparam );

	//         卞笛尹月
	if( last != -1 ){
		CHAR_setWorkInt(
			charaindex,
			last,
			lastparam + modparam * 0.01 );
	}

}

void BATTLE_AttReverse( int charaindex )
{
	int earth, water, fire, wind;
	//ttom start  because the second had this
	if( CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEFLG ) & CHAR_BATTLEFLG_REVERSE ){
	        //   鳖仄化月卅日戚尺
	}else{
	        //   鳖仄化卅中及匹伉正□件
	        return;
	}
        //ttom end
        earth = CHAR_getWorkInt( charaindex, CHAR_WORKFIXEARTHAT );
	water = CHAR_getWorkInt( charaindex, CHAR_WORKFIXWATERAT );
	fire = CHAR_getWorkInt( charaindex, CHAR_WORKFIXFIREAT );
	wind = CHAR_getWorkInt( charaindex, CHAR_WORKFIXWINDAT );

	CHAR_setWorkInt( charaindex, CHAR_WORKFIXEARTHAT, fire );
	CHAR_setWorkInt( charaindex, CHAR_WORKFIXWATERAT, wind );
	CHAR_setWorkInt( charaindex, CHAR_WORKFIXFIREAT, earth );
	CHAR_setWorkInt( charaindex, CHAR_WORKFIXWINDAT, water );

}

void BATTLE_PreCommandSeq( int battleindex )
{
	BATTLE_ENTRY	*pEntry;
	BATTLE		*pBattle;
	int i, j, charaindex;
	BATTLE_CharSendAll( battleindex );
	BATTLE_CharaBackUp( battleindex );
	BattleArray[battleindex].timer = NowTime.tv_sec;
	BATTLE_AllCharaCWaitSet( battleindex );
	BATTLE_ActSettingSend( battleindex );
	BattleArray[battleindex].flg |= BATTLE_FLG_FREEDP;
	pBattle = &BattleArray[battleindex];
	for( j = 0; j < 2; j ++ ){
		int flg;
		pEntry = pBattle->Side[j].Entry;
		for( i = 0; i < BATTLE_ENTRY_MAX; i ++ ){
			pEntry[i].guardian = -1;
			charaindex = pEntry[i].charaindex;
			if( CHAR_CHECKINDEX( charaindex ) == FALSE )continue;
			flg = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEFLG );
//ttom the second only one //flg &= ~CHAR_BATTLEFLG_GUARDIAN;
			flg &= ~CHAR_BATTLEFLG_GUARDIAN;
			CHAR_setWorkInt( charaindex, CHAR_WORKBATTLEFLG, flg );
			if( CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM1 ) == BATTLE_COM_S_EARTHROUND0 ) continue;

			CHAR_complianceParameter( charaindex );
			BATTLE_TurnParam( charaindex,
				CHAR_WORKFIXSTR,	//   猾
				CHAR_WORKMODATTACK,
				CHAR_WORKATTACKPOWER
			);
			BATTLE_TurnParam( charaindex,
				CHAR_WORKFIXTOUGH,	// 潮
				CHAR_WORKMODDEFENCE,
				CHAR_WORKDEFENCEPOWER
			);
			BATTLE_TurnParam( charaindex,
				CHAR_WORKFIXDEX,	// 豳镀今
				CHAR_WORKMODQUICK,
				CHAR_WORKQUICK
			);
			if( CHAR_getInt( charaindex, CHAR_WHICHTYPE ) == CHAR_TYPEPLAYER ){
				BATTLE_TurnParam( charaindex,
					-1,
					CHAR_WORKMODCHARM,	//
					CHAR_WORKFIXCHARM
				);
			}
			BATTLE_TurnParam( charaindex,
				-1,					//   凯
				CHAR_WORKMODCHARM,
				-1
			);
			if( CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEFLG ) & CHAR_BATTLEFLG_REVERSE ){
				BATTLE_AttReverse( charaindex );
			}
		}
	}
}


//**************************************************
//
// 棋爵及桦宁及戊穴件玉谨切尺  月凛及域  及  木
//
void BATTLE_PreWatchWaitSeq( int battleindex )
//
//
//**************************************************
{
	// 仇及凛鳔匹凛对忡绣
	BattleArray[battleindex].timer = NowTime.tv_sec;
	// 蝈够及乒□玉毛戊穴件玉    蟆卞允月
	BATTLE_AllCharaWatchWaitSet( battleindex );
}
static int BATTLE_Init( int battleindex )
{
	BATTLE *pBattle;
	int iRet = 0;
	if( BATTLE_CHECKINDEX( battleindex ) == FALSE )return BATTLE_ERR_BATTLEINDEX;
	pBattle = &BattleArray[battleindex];
	pBattle->mode = BATTLE_MODE_BATTLE;
	iRet = BATTLE_SurpriseCheck( battleindex );
	if( iRet == 0 ){
	}else
	if( iRet == 1 ){
		BattleArray[battleindex].Side[1].flg |= BSIDE_FLG_SURPRISE;
	}else
	if( iRet == 2 ){
		BattleArray[battleindex].Side[0].flg |= BSIDE_FLG_SURPRISE;
	}
	BATTLE_PreCommandSeq( battleindex );
	return 0;
}
int BATTLE_CountEntry(
	int battleindex,
	int side
)
{
	int i;
	BATTLE_ENTRY *pEntry;
	int cnt = 0;

	// 由仿丢□正民尼永弁
	if( BATTLE_CHECKSIDE( side ) == FALSE )return -BATTLE_ERR_PARAM;
	if( BATTLE_CHECKINDEX( battleindex ) == FALSE )return -BATTLE_ERR_BATTLEINDEX;

	// 巨件玄伉□
	pEntry = BattleArray[battleindex].Side[side].Entry;

	for( i = 0; i < BATTLE_ENTRY_MAX; i ++ ){
		if( pEntry[i].charaindex != -1 ){	// 平乓仿互中凶日醒尹月
			cnt ++;
		}
	}
	return cnt;
}

static BOOL BATTLE_CommandWait( int battleindex, int side)
{
	int i, charaindex, BeOk=0;
	BATTLE_ENTRY *pEntry;
	BOOL iRet = TRUE;
	BOOL TimeOut = FALSE;
	if( BATTLE_CHECKSIDE( side ) == FALSE )return TRUE;//检查值是否在合法  围
	if( BATTLE_CHECKINDEX( battleindex ) == FALSE )return TRUE;
	if( BattleArray[battleindex].Side[side].type == BATTLE_S_TYPE_ENEMY ) return TRUE;
	pEntry = BattleArray[battleindex].Side[side].Entry;

#ifdef _BATTLECOMMAND_TIME
	if( BattleArray[battleindex].PartTime > 1 &&
		BattleArray[battleindex].PartTime < time(NULL)  ){
		TimeOut = TRUE;
	}
#endif

	for( i = 0; i < BATTLE_ENTRY_MAX; i ++ ){
		charaindex = pEntry[i].charaindex;
		if( CHAR_CHECKINDEX( charaindex ) == FALSE )continue;
		if( CHAR_getFlg( charaindex, CHAR_ISDIE ) == TRUE ){
			continue;
		}
		switch ( CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEMODE ) ){
		case BATTLE_CHARMODE_C_OK:
			BeOk++;
		case BATTLE_CHARMODE_INIT:
		case BATTLE_CHARMODE_RESCUE:
		case BATTLE_CHARMODE_WATCHINIT:
			break;
		case BATTLE_CHARMODE_C_WAIT:
			{
#ifdef _BATTLECOMMAND_TIME
				if( TimeOut == TRUE ){
					//andy_log
					print("ANDY TimeOut Exit:%d-[%s|%s]\n",
						charaindex, CHAR_getUseName( charaindex),
						CHAR_getChar( charaindex, CHAR_CDKEY) );

					CHAR_talkToCli( charaindex, -1, "超过时间未下指令，强迫离开战斗！", CHAR_COLORYELLOW);

					CHAR_DischargeParty( charaindex, 0);//解散团队
					CHAR_setWorkInt(charaindex, CHAR_WORKFMPKFLAG, -1);
					CHAR_setWorkInt( charaindex, CHAR_WORKBATTLEMODE, BATTLE_CHARMODE_C_OK );
					CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM1, BATTLE_COM_COMPELESCAPE );
					BATTLE_Exit( charaindex, battleindex );
					lssproto_B_send( getfdFromCharaIndex( charaindex ), "BU" );
//					CONNECT_setCloseRequest( getfdFromCharaIndex( charaindex) , 1 );
					break;
				}
#endif
				iRet = FALSE;
			}
			break;
		default :
			BATTLE_Exit( charaindex, battleindex );
			break;
		}
	}

	if( BeOk > 0 ){
#ifdef _BATTLECOMMAND_TIME
		if( BattleArray[ battleindex].PartTime <= 0 ){
			//如果战役中有任一人执行指令, 则延迟时间设为120秒
			BattleArray[battleindex].PartTime = (int)time(NULL) + 120;
		}
#endif
	}
	return iRet;
}


#ifdef _ITEM_ADDEXP	//vincent 经验提升
#ifdef _ITEM_ADDEQUIPEXP
int BATTLE_GetExp( int charaindex, int midx )
#else
int BATTLE_GetExp( int charaindex )
#endif
{
	int addexp,i;
	int	modexp=0, getexp=0;
	if( CHAR_CHECKINDEX( charaindex ) == FALSE )return 0;

	if( CHAR_getInt( charaindex, CHAR_WHICHTYPE) == CHAR_TYPEPET)	{
		int ownerindex = CHAR_getWorkInt( charaindex, CHAR_WORKPLAYERINDEX);
		if( CHAR_CHECKINDEX( ownerindex) && CHAR_getWorkInt( ownerindex, CHAR_WORKITEM_ADDEXP) > 0){
			modexp = CHAR_getWorkInt( ownerindex, CHAR_WORKITEM_ADDEXP);
		}
	}else if(CHAR_getWorkInt(charaindex,CHAR_WORKITEM_ADDEXP) > 0){
		modexp = CHAR_getWorkInt(charaindex,CHAR_WORKITEM_ADDEXP);
	}
	modexp+=getPupexp();
	getexp = CHAR_getWorkInt( charaindex, CHAR_WORKGETEXP );
#ifdef _NEWOPEN_MAXEXP
	if( getexp > 1000000000 ) getexp = 1000000000;
#endif
	if( getexp < 0 ) getexp = 0;
	addexp = getexp+((getexp*modexp)/100);
#ifdef _ITEM_ADDEQUIPEXP
	if( CHAR_CHECKINDEX( midx ) ){
        for( i = 0 ; i < CHAR_EQUIPPLACENUM ; i ++ ){
	        int id = CHAR_getItemIndex(midx,i);//道具id
		    if( ITEM_CHECKINDEX(id) ){
			    char *arg,*P;
                arg = ITEM_getChar(id, ITEM_ARGUMENT );//道具参数
			    if( (P = strstr( arg, "EXPUP" )) ){
					if( (P = strstr( arg, "人" )) ){//只对人有效
					    if( CHAR_getInt( charaindex, CHAR_WHICHTYPE) == CHAR_TYPEPLAYER )
						    addexp += getexp*atoi(P+=2)*0.01;
					}
					else if( (P = strstr( arg, "宠" )) ){//只对宠有效
                        if( CHAR_getInt( charaindex, CHAR_WHICHTYPE) == CHAR_TYPEPET
							&& (CHAR_getInt( midx, CHAR_RIDEPET) != charaindex ) )
						    addexp += getexp*atoi(P+=2)*0.01;
					}
					else if( (P = strstr( arg, "骑" )) ){//只对骑宠有效
						if( CHAR_getInt( charaindex, CHAR_WHICHTYPE) == CHAR_TYPEPET
							&& (CHAR_getInt( midx, CHAR_RIDEPET) == charaindex ) )
					        addexp += getexp*atoi(P+=2)*0.01;
					}
					else{
						P = strstr( arg, "EXPUP" );
					    addexp += getexp*atoi(P+=5)*0.01;
					}
				}
			}
		}
	}
#endif
#ifdef _ITEM_ADDPETEXP
	if( CHAR_getInt( charaindex, CHAR_WHICHTYPE) == CHAR_TYPEPET )
		if( CHAR_getInt( charaindex, CHAR_PETID) == 1163 )
			addexp = 0;

#endif
	addexp = (addexp<0)?0:addexp;
	if( CHAR_getInt( charaindex, CHAR_LV) >= CHAR_MAXUPLEVEL ) addexp = 0;
	CHAR_setWorkInt( charaindex, CHAR_WORKGETEXP, addexp );//回存CHAR_WORKGETEXP

	CHAR_AddMaxExp( charaindex, addexp);

	return addexp;
}
#else

#ifdef _ITEM_ADDEQUIPEXP
int BATTLE_GetExp( int charaindex, int midx )
#else
int BATTLE_GetExp( int charaindex )
#endif
{
	int addexp, nowexp;

	if( CHAR_CHECKINDEX( charaindex ) == FALSE )return 0;
	nowexp = CHAR_getInt( charaindex, CHAR_EXP );
	addexp = CHAR_getWorkInt( charaindex, CHAR_WORKGETEXP );
	// shan 11/27 10^9 1224160000
	CHAR_AddMaxExp( charaindex, addexp);
	return addexp;
}
#endif

int BATTLE_DpCalc( int battleindex )
{
	BATTLE_ENTRY *pLooseEntry, *pWinEntry;
	int winside, looseside, i, charaindex, dpadd, dpall, num = 0;
	if( BATTLE_CHECKINDEX( battleindex ) == FALSE )return BATTLE_ERR_BATTLEINDEX;

	winside = BattleArray[battleindex].winside;
	looseside = 1 - winside;
	if( winside != 0 && winside != 1 )return BATTLE_ERR_PARAM;

	// 宁煌袄赓渝祭
	dpall = 0;

	//  仃凶  井日    毛畴丹
	pLooseEntry = BattleArray[battleindex].Side[looseside].Entry;
	for( i = 0 ; i < BATTLE_ENTRY_MAX; i ++ ){
		charaindex = pLooseEntry[i].charaindex;
		// 皿伊奶乩□动陆反饬    仄
		if( CHAR_CHECKINDEX( charaindex ) == FALSE )continue;
		if( CHAR_getInt( charaindex, CHAR_WHICHTYPE ) != CHAR_TYPEPLAYER )continue;
		// ㄠㄟ坌及ㄠ手日尹月
		dpadd = CHAR_getInt( charaindex, CHAR_DUELPOINT ) * DUELPOINT_RATE;
		//   仃凶  卞反    毛穴奶瓜旦涩烂
		CHAR_setWorkInt( charaindex, CHAR_WORKGETEXP,
			CHAR_getWorkInt( charaindex, CHAR_WORKGETEXP) - dpadd );
		// 宁煌袄卞笛遥
		dpall += dpadd;
	}

	// 今日卞  仆凶曰仄凶谛迕及    毛笛遥
	dpall += BattleArray[battleindex].Side[winside].common_dp;

	pWinEntry = BattleArray[battleindex].Side[winside].Entry;
	for( num = 0,i = 0 ; i < BATTLE_ENTRY_MAX; i ++ ){
		charaindex = pWinEntry[i].charaindex;
		// 皿伊奶乩□动陆反饬    仄
		if( CHAR_CHECKINDEX( charaindex ) == FALSE )continue;
		if( CHAR_getInt( charaindex, CHAR_WHICHTYPE ) != CHAR_TYPEPLAYER )continue;
		num++;
	}
	// 卅兮井  匀凶幻丹卞簿手中卅中
	if( num <= 0 )return BATTLE_ERR_BATTLEINDEX;
	dpadd = dpall / num;
	if( dpadd <= 0 )dpadd = 1;	//   斓匹手ㄠ反芨尹月

	for( num = 0,i = 0 ; i < BATTLE_ENTRY_MAX; i ++ ){
		charaindex = pWinEntry[i].charaindex;
		// 皿伊奶乩□动陆反饬    仄
		if( CHAR_CHECKINDEX( charaindex ) == FALSE )continue;
		if( CHAR_getInt( charaindex, CHAR_WHICHTYPE ) != CHAR_TYPEPLAYER )continue;

		//   匀凶  卞反    毛涩烂
		CHAR_setWorkInt( charaindex, CHAR_WORKGETEXP,
			CHAR_getWorkInt( charaindex, CHAR_WORKGETEXP) + dpadd );
	}

	return 0;
}

//#define RS_LIST_MAX	4	//   凛卞窒谛爵  瑛绊霜月井
#define RS_LIST_MAX	5
typedef struct{
	int num;
	int exp;
	int levelup;
}RS_LIST;

int BATTLE_GetDuelPoint(
	int battleindex,	// 爵  奶件犯永弁旦
	int side, 			// 扔奶玉  ㄟ  ㄠ
	int num 			// 愤坌反    及窒    及平乓仿井
)
{
	char szBuffer[1024]="";
	int charaindex;
	int dpnow, dpadd;
	int fd;
	if( BATTLE_CHECKINDEX( battleindex ) == FALSE )return BATTLE_ERR_BATTLEINDEX;
	if( BATTLE_CHECKSIDE( side ) == FALSE )return BATTLE_ERR_PARAM;
	if( num < 0 || num >= BATTLE_ENTRY_MAX )return BATTLE_ERR_PARAM;
	charaindex = BattleArray[battleindex].Side[side].Entry[num].charaindex;
	if( CHAR_CHECKINDEX( charaindex ) == FALSE )return BATTLE_ERR_PARAM;
	if( CHAR_getInt( charaindex, CHAR_WHICHTYPE ) == CHAR_TYPEPET ){
		return 0;
	}
	if( BattleArray[battleindex].Side[side].type != BATTLE_S_TYPE_PLAYER ){
		return 0;
	}
	dpadd = CHAR_getWorkInt( charaindex, CHAR_WORKGETEXP );
	if( dpadd == 0 ){
		dpadd = 0;					// 仇及桦宁反ㄟ
	}else
	if( dpadd < 0 ){
		dpadd = min( -1, dpadd );	// 剂卅仁午手ㄠ反手日丹
	}else{
		dpadd = max( 1, dpadd );	// 剂卅仁午手ㄠ反手日丹
	}
	dpnow = CHAR_getInt( charaindex, CHAR_DUELPOINT ) + dpadd;
	dpnow = max( dpnow, 0 );

	CHAR_setInt( charaindex, CHAR_DUELPOINT, min( dpnow, CHAR_MAXDUELPOINT ) );

	szBuffer[0] = 0;
	{
		char szAdd[64], szNow[64];
		cnv10to62( dpadd, szAdd, sizeof( szAdd ) );
		cnv10to62( dpnow, szNow, sizeof( szNow ) );
		snprintf( szBuffer, sizeof( szBuffer ),
			"%s|%s|", szAdd, szNow );
	}

	fd = getfdFromCharaIndex( charaindex );
	lssproto_RD_send( fd, szBuffer );

	CHAR_send_DpDBUpdate( charaindex );
#ifndef _NET_REDUCESEND
	CHAR_send_DpDBUpdate_AddressBook( charaindex, TRUE );
#endif
	return 0;
}

int BATTLE_GetExpGold(
	int battleindex,	// 爵  奶件犯永弁旦
	int side, 			// 扔奶玉  ㄟ  ㄠ
	int num 			// 愤坌反    及窒    及平乓仿井
)
{
	BATTLE_ENTRY *pEntryChara;
	char szBuffer[1024]="", szItemString[512], szEscItemString[256];
	int charaindex, UpLevel, petindex, i, j, itemindex = -1;
	int rsCnt = 0;
	RS_LIST	aRsList[RS_LIST_MAX];
	int		itemgroup[CHAR_MAXITEMHAVE-CHAR_STARTITEMARRAY];
	int		itemnum = 0;
	memset( aRsList, 0, sizeof( aRsList ) );
	if( BATTLE_CHECKINDEX( battleindex ) == FALSE )return BATTLE_ERR_BATTLEINDEX;
	if( BATTLE_CHECKSIDE( side ) == FALSE )return BATTLE_ERR_PARAM;
	if( num < 0 || num >= BATTLE_ENTRY_MAX )return BATTLE_ERR_PARAM;
	charaindex = BattleArray[battleindex].Side[side].Entry[num].charaindex;
	if( CHAR_CHECKINDEX( charaindex ) == FALSE )return BATTLE_ERR_PARAM;
	if( CHAR_getFlg( charaindex, CHAR_ISDIE ) == TRUE ){
		return 0;
	}
	if( CHAR_getInt( charaindex, CHAR_WHICHTYPE ) == CHAR_TYPEPET ){
		return 0;
	}
	if( BattleArray[battleindex].Side[side].type != BATTLE_S_TYPE_PLAYER ){
		return 0;
	}
	pEntryChara = &BattleArray[battleindex].Side[side].Entry[num];
	if( CHAR_getFlg( charaindex, CHAR_ISDIE ) == FALSE ){
#ifdef _ITEM_ADDEQUIPEXP
        BATTLE_GetExp( charaindex , charaindex );
#else
		BATTLE_GetExp( charaindex );
#endif
		if( getBattleDebugMsg( ) != 0 ){
			snprintf( szBuffer, sizeof(szBuffer),
				"(%s) 得到 EXP %d",
				CHAR_getUseName( charaindex ),
				CHAR_getWorkInt( charaindex, CHAR_WORKGETEXP )
			);
			BATTLE_talkToCli( charaindex, szBuffer, CHAR_COLORYELLOW );
		}

	}
	UpLevel = CHAR_LevelUpCheck( charaindex , -1);
	if( UpLevel > 0 ){
		aRsList[rsCnt].levelup = 1;
	}else{
		aRsList[rsCnt].levelup = 0;
	}
	aRsList[rsCnt].num = -2;
	aRsList[rsCnt].exp = CHAR_getWorkInt( charaindex, CHAR_WORKGETEXP );
	rsCnt ++;
	if( UpLevel > 0 ){
		int work;

		if( getBattleDebugMsg( ) != 0 ){
			snprintf( szBuffer, sizeof(szBuffer),
				"(%s) 升级至 %d",
				CHAR_getUseName( charaindex ),
				CHAR_getInt( charaindex, CHAR_LV )
			);
			BATTLE_talkToCli( charaindex, szBuffer, CHAR_COLORYELLOW );
		}
		CHAR_setInt( charaindex, CHAR_SKILLUPPOINT,
			CHAR_getInt( charaindex, CHAR_SKILLUPPOINT) +  UpLevel*3 );
		work = CHAR_getInt( charaindex, CHAR_CHARM );
		work += CH_FIX_PLAYERLEVELUP;
		CHAR_setInt( charaindex, CHAR_CHARM, min( 100, work ) );
		CHAR_complianceParameter( charaindex );
		CHAR_send_P_StatusString( charaindex ,
			CHAR_P_STRING_LV|CHAR_P_STRING_NEXTEXP|CHAR_P_STRING_DUELPOINT
		);
		CHAR_sendCToArroundCharacter( CHAR_getWorkInt( charaindex, CHAR_WORKOBJINDEX ) );
		CHAR_PartyUpdate( charaindex, CHAR_N_STRING_LV );
#ifndef _NET_REDUCESEND
		CHAR_send_DpDBUpdate_AddressBook( charaindex, TRUE );
#endif
	}
	for( i = 0; i < CHAR_MAXPETHAVE; i ++ ){
		petindex = CHAR_getCharPet( charaindex, i );
		if( CHAR_CHECKINDEX( petindex ) == FALSE )continue;
		if( CHAR_getFlg( petindex, CHAR_ISDIE ) == TRUE )continue;
		if(	CHAR_getWorkInt( petindex, CHAR_WORKGETEXP ) <= 0 ){
			CHAR_complianceParameter( petindex );
			sprintf( szBuffer, "K%d", i );
			CHAR_sendStatusString( charaindex , szBuffer );

			continue;
		}
#ifdef _ITEM_ADDEQUIPEXP
        BATTLE_GetExp( petindex, charaindex );
#else
		BATTLE_GetExp( petindex );
#endif
		if( getBattleDebugMsg( ) != 0 ){
				snprintf( szBuffer, sizeof(szBuffer),
					"(%s) 得到 EXP %d",
					CHAR_getUseName( petindex ),
				CHAR_getWorkInt( petindex, CHAR_WORKGETEXP )
			);
			BATTLE_talkToCli( charaindex, szBuffer, CHAR_COLORYELLOW );
		}
		UpLevel = CHAR_LevelUpCheck( petindex , charaindex);
		if( UpLevel > 0 ){
			if( getBattleDebugMsg( ) != 0 ){
				snprintf( szBuffer, sizeof(szBuffer),
					"(%s) 升级至 %d",
					CHAR_getUseName( petindex ),
					CHAR_getInt( petindex, CHAR_LV )
				);
				BATTLE_talkToCli( charaindex, szBuffer, CHAR_COLORYELLOW );
			}
			for( j = 0; j < UpLevel; j ++ ){
				CHAR_PetLevelUp( petindex );
				CHAR_PetAddVariableAi( petindex, AI_FIX_PETLEVELUP );
			}
			aRsList[rsCnt].levelup = 1;
		}else{
			aRsList[rsCnt].levelup = 0;
		}
		aRsList[rsCnt].num = i;
		aRsList[rsCnt].exp = CHAR_getWorkInt( petindex, CHAR_WORKGETEXP );
		rsCnt ++;
		CHAR_complianceParameter( petindex );
		if( UpLevel > 0 ){
			sprintf( szBuffer, "K%d", i );
			CHAR_sendStatusString( charaindex , szBuffer );

		}

	}
	szItemString[0] = 0;
	if( CHAR_getFlg( charaindex, CHAR_ISDIE ) == FALSE ){
		for( i = 0; i < GETITEM_MAX; i ++ ){
			int ItemGet = FALSE;
			szEscItemString[0] = 0;
			itemindex = pEntryChara->getitem[i];
			if( itemindex < 0 ){
				itemindex = -1;
			}else
			if( CHAR_findEmptyItemBox( charaindex ) >= 0 ){
				int	ret;
				ret = CHAR_addItemSpecificItemIndex(charaindex,itemindex);
				if( 0 <= ret && ret < CHAR_EQUIPPLACENUM ){
					print( "itemget err: 在这里不能取得item(%s)(%d)(%s)\n",
						CHAR_getUseName( charaindex ),
						ret,
						ITEM_getAppropriateName(itemindex)
					);
				}
				if( !CHAR_CHECKITEMINDEX( charaindex, ret) ){
					ItemGet = FALSE;
				}else{
					ItemGet = TRUE;
					itemgroup[itemnum] = ret;
					itemnum ++;
				}
			}
			if( ItemGet == TRUE ){
				if( getBattleDebugMsg( ) != 0 ){
					snprintf( szBuffer, sizeof(szBuffer),
						"拾获(%s)",
						ITEM_getAppropriateName(itemindex) );
						BATTLE_talkToCli( charaindex, szBuffer, CHAR_COLORYELLOW );
				}

				LogItem(
					CHAR_getChar( charaindex, CHAR_NAME ),
					CHAR_getChar( charaindex, CHAR_CDKEY ),
#ifdef _add_item_log_name  // WON ADD 在item的log中增加item名称
					itemindex,
#else
		       		ITEM_getInt( itemindex, ITEM_ID ),  /* 失奶  丞  寞 */
#endif
					"BattleGet(战斗後所得的道具)",
					CHAR_getInt( charaindex,CHAR_FLOOR),
					CHAR_getInt( charaindex,CHAR_X ),
					CHAR_getInt( charaindex,CHAR_Y ),
				    ITEM_getChar(itemindex, ITEM_UNIQUECODE),// shan 2001/12/14
					ITEM_getChar( itemindex, ITEM_NAME),
					ITEM_getInt( itemindex, ITEM_ID)
				);
				makeEscapeString( ITEM_getAppropriateName(itemindex),
					szEscItemString,
					sizeof( szEscItemString ) );
				strncat( szItemString, szEscItemString, sizeof( szItemString ) );
				pEntryChara->getitem[i] = -1;
			}else{
				if( itemindex >= 0 ){
					ITEM_endExistItemsOne(itemindex);
				}else{
				}
				pEntryChara->getitem[i] = -1;
			}
			strncat( szItemString, "|", sizeof( szItemString ) );

		}
	}

	szBuffer[0] = 0;
	for( i = 0; i < RS_LIST_MAX; i ++ ){
		char szWork[256], sz62[64];
		szWork[0] = 0;
		if( aRsList[i].exp > 0 || i == 0 ){
			cnv10to62( aRsList[i].exp, sz62, sizeof( sz62 ) );
			snprintf( szWork, sizeof( szWork ),
				"%d|%d|%s", aRsList[i].num,
				aRsList[i].levelup,
				sz62
			);
		}
		strncat( szBuffer, szWork, sizeof( szBuffer ) );
		strncat( szBuffer, ",", sizeof( szBuffer ) );
	}
	strncat( szBuffer, szItemString, sizeof( szBuffer ) );
	{
		int fd;
		fd = getfdFromCharaIndex( charaindex );
		lssproto_RS_send( fd, szBuffer );
	}
    if( itemnum > 0 ){
    	int inum, ie;
    	for( inum = 0; inum < itemnum; inum ++ ){
    		ie = CHAR_getItemIndex( charaindex, itemgroup[inum] );
    	}
    	CHAR_sendItemData( charaindex, itemgroup, itemnum);
    }
	return 0;
}

int BATTLE_GetProfit( int battleindex, int side, int num )
{
		if( BattleArray[battleindex].dpbattle == 1 ){
			return BATTLE_GetDuelPoint( battleindex, side, num );
		}else{
			return BATTLE_GetExpGold( battleindex, side, num );
		}

}

int BATTLE_FinishSet( battleindex )
{

	if( BATTLE_CHECKINDEX( battleindex ) == FALSE )return BATTLE_ERR_BATTLEINDEX;
	BattleArray[battleindex].mode = BATTLE_MODE_FINISH;
	return 0;
}

static int BATTLE_Finish( int battleindex )
{
	BATTLE *pBattle;
	BATTLE_ENTRY *pEntry;
	int i, charaindex, j;
	if( BATTLE_CHECKINDEX( battleindex ) == FALSE )return BATTLE_ERR_BATTLEINDEX;
	if( BattleArray[battleindex].winside == 0
	&&  BattleArray[battleindex].type == BATTLE_TYPE_P_vs_E
	&&  BattleArray[battleindex].WinFunc != NULL){
		BattleArray[battleindex].WinFunc( battleindex,
										BattleArray[battleindex].createindex );
	}

#ifdef _DEATH_CONTEND
	if( BattleArray[battleindex].type == BATTLE_TYPE_P_vs_P &&
		BattleArray[battleindex].PkFunc != NULL	){
		BattleArray[battleindex].PkFunc(
			BattleArray[battleindex].menum, BattleArray[battleindex].tonum,
			BattleArray[battleindex].winside, BattleArray[battleindex].battlemap ); // winside 0 menum 1 tonum
	}
#endif

#ifdef DANTAI
	if( BattleArray[battleindex].type == BATTLE_TYPE_P_vs_P ){
		BATTLE_DpCalc( battleindex );
	}
#endif

	for( j = 0; j < 2; j ++ ){
		pEntry = BattleArray[battleindex].Side[j].Entry;
#ifdef _PET_TALK
		for( i = 0 ; i < BATTLE_ENTRY_MAX ; i ++ ){
#else
		for( i = BATTLE_ENTRY_MAX-1; i >= 0 ; i -- ){
#endif
			charaindex = pEntry[i].charaindex;

			if( CHAR_CHECKINDEX( charaindex ) == FALSE )
				continue;

			BATTLE_GetProfit( battleindex, j, i );	//包括取得经验值
			BATTLE_Exit( charaindex, battleindex );
		}
	}
	if( BattleArray[battleindex].type == BATTLE_TYPE_WATCH ){
	}else{
		pBattle = BattleArray[battleindex].pNext;
		for( ;pBattle; pBattle = pBattle->pNext ){
			if( BATTLE_CHECKADDRESS( pBattle ) == FALSE ){
				fprint( "err:battle address 奇怪(%p)\n", pBattle );
				break;
			}
			for( i = BATTLE_ENTRY_MAX-1; i >= 0 ; i -- ){
				charaindex = pBattle->Side[0].Entry[i].charaindex;
				if( CHAR_CHECKINDEX( charaindex ) == FALSE )continue;
				BATTLE_Exit( charaindex, pBattle->battleindex );
				CHAR_setWorkInt( charaindex, CHAR_WORKBATTLEMODE, BATTLE_CHARMODE_FINAL );
			}
		}
		pBattle = BattleArray[battleindex].pNext;
		for( ;pBattle; pBattle = pBattle->pNext ){
			if( BATTLE_CHECKADDRESS( pBattle ) == FALSE ){
				fprint( "err:battle address 奇怪(%p)\n", pBattle );
				break;
			}
			BATTLE_DeleteBattle( pBattle->battleindex );
		}
	}
	BATTLE_DeleteBattle( battleindex );
	return 0;
}

int BATTLE_StopSet( battleindex )
{

	if( BATTLE_CHECKINDEX( battleindex ) == FALSE )return BATTLE_ERR_BATTLEINDEX;
	BattleArray[battleindex].mode = BATTLE_MODE_STOP;

	return 0;
}

static int BATTLE_Stop( int battleindex )
{
	BATTLE_ENTRY *pEntry;
	int i, charaindex, j;
	if( BATTLE_CHECKINDEX( battleindex ) == FALSE )return BATTLE_ERR_BATTLEINDEX;

	for( j = 0; j < 2; j ++ ){
		pEntry = BattleArray[battleindex].Side[j].Entry;
		for( i = BATTLE_ENTRY_MAX-1; i >= 0 ; i -- ){
			charaindex = pEntry[i].charaindex;
			if( CHAR_CHECKINDEX( charaindex ) == FALSE )
				continue;
			BATTLE_GetProfit( battleindex, j, i );
			BATTLE_Exit( charaindex, battleindex );
		}
	}

	BATTLE_DeleteBattle( battleindex );
	return 0;
}

int BATTLE_DefaultAttacker( int battleindex, int side )
{
	int i, rnd, cnt;
	int CharaTbl[BATTLE_ENTRY_MAX];

	BATTLE_ENTRY	*pEntry;

	pEntry = BattleArray[battleindex].Side[side].Entry;
	cnt = 0;

	for( i = 0 ; i <  BATTLE_ENTRY_MAX; i ++  ){
		CharaTbl[i] = -1;
		if( CHAR_CHECKINDEX( pEntry[i].charaindex ) == FALSE ){
			continue;
		}

		if( CHAR_getWorkInt( pEntry[i].charaindex, CHAR_WORKBATTLEMODE )
			== BATTLE_CHARMODE_RESCUE ){
				continue;
		}

		if( BATTLE_TargetCheck( battleindex, i + side * SIDE_OFFSET ) == FALSE )continue;

		CharaTbl[cnt] = i + side * SIDE_OFFSET;
		cnt ++;
	}

	if( cnt == 0 ){
		return -1;
	}

	rnd = RAND( 0, cnt-1 );
	return CharaTbl[rnd];

}

#if 0
//*********************************************************
//
// 衬平乓仿卞爵  戊穴件玉毛  木月

static int BATTLE_EnemyCommand( int battleindex, int side )
//
//    曰袄 BATTLE_ERR
//
//*********************************************************
{
	int i, charaindex;
	BATTLE_ENTRY  *pEntry;

	// 由仿丢□正民尼永弁
	if( BATTLE_CHECKINDEX( battleindex ) == FALSE )return BATTLE_ERR_BATTLEINDEX;
	if( BATTLE_CHECKSIDE( side ) == FALSE )return BATTLE_ERR_PARAM;

	//     及扔奶玉隋垫丹
	// 衬平乓仿动陆反  仃月
	if( BattleArray[battleindex].Side[side].type != BATTLE_S_TYPE_ENEMY ) return 0;

	pEntry = BattleArray[battleindex].Side[side].Entry;

	for( i = 0; i < BATTLE_ENTRY_MAX; i ++ ){
		charaindex = pEntry[i].charaindex;
		// 平乓仿弁正银匀化卅井匀凶日戚尺
		if( CHAR_CHECKINDEX( charaindex ) == FALSE )continue;
		// 衬平乓仿元扎卅井匀凶日戚尺
		if( CHAR_getInt( charaindex, CHAR_WHICHTYPE ) != CHAR_TYPEENEMY ){
			continue;
		}
		//     反仇仇匹檗  午井卞杀元化戊穴件玉毛  尹月互｝
		// 漆反爵丹及心午允月［
		CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM1, BATTLE_COM_ATTACK );
		// 锹澎反赝癫
		CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM2, BATTLE_DefaultAttacker( battleindex, 0 ) );
		// 戊穴件玉     OK 午仄化云仁
		CHAR_setWorkInt( charaindex, CHAR_WORKBATTLEMODE, BATTLE_CHARMODE_C_OK );

	}

	return 0;
}
#endif

//*********************************************************
//
// 爵    丐月扔奶玉及戏五酸曰皿伊奶乩□卞    毛笛遥
//
int BATTLE_AddDpAlive(
	int battleindex, 	// 田玄伙奶件犯永弁旦
	int side, 			// 扔奶玉( 0 or 1 )
	int dp
)
//
//   曰袄“｛戏五酸匀化中月皿伊奶乩□及醒
//｛｛｛｛｛ 爵  互垫歹木化中卅仃木壬   及袄
//
//*********************************************************
{
	int i, charaindex;
	BATTLE_ENTRY *pEntry;
	int cnt = 0;

	// 由仿丢□正民尼永弁
	if( BATTLE_CHECKSIDE( side ) == FALSE )return -BATTLE_ERR_PARAM;
	if( BATTLE_CHECKINDEX( battleindex ) == FALSE )return -BATTLE_ERR_BATTLEINDEX;

	// 巨件玄伉□
	pEntry = BattleArray[battleindex].Side[side].Entry;

	for( i = 0; i < BATTLE_ENTRY_MAX; i ++ ){
		charaindex = pEntry[i].charaindex;
		if( CHAR_CHECKINDEX( charaindex ) == FALSE )	continue;
		// 矢永玄反仇及端楮溢卅中
		if( CHAR_getInt( charaindex, CHAR_WHICHTYPE ) == CHAR_TYPEPET )	continue;
		// 戏五化中引允［笛遥
		if( CHAR_getFlg( charaindex, CHAR_ISDIE ) == FALSE ){
			CHAR_setWorkInt( charaindex, CHAR_WORKGETEXP,
				CHAR_getWorkInt( charaindex, CHAR_WORKGETEXP) + dp );
		}
	}

	return cnt;
}

#if 1
//*********************************************************
//
// 爵    ｝皿伊奶乩□互戏五酸匀化中月井譬屯月
//
int BATTLE_CountAlive(
	int battleindex, 	// 田玄伙奶件犯永弁旦
	int side 			// 扔奶玉( 0 or 1 )
)
//
//   曰袄“｛戏五酸匀化中月皿伊奶乩□及醒
//｛｛｛｛｛ 爵  互垫歹木化中卅仃木壬   及袄
//
//*********************************************************
{
	int i, charaindex;
	BATTLE_ENTRY *pEntry;
	int cnt = 0;

	// 由仿丢□正民尼永弁
	if( BATTLE_CHECKSIDE( side ) == FALSE )return -BATTLE_ERR_PARAM;
	if( BATTLE_CHECKINDEX( battleindex ) == FALSE )return -BATTLE_ERR_BATTLEINDEX;

	// 巨件玄伉□
	pEntry = BattleArray[battleindex].Side[side].Entry;

	for( i = 0; i < BATTLE_ENTRY_MAX; i ++ ){
		charaindex = pEntry[i].charaindex;
		if( CHAR_CHECKINDEX( charaindex ) == FALSE )	continue;
		// 矢永玄反仇及端楮溢卅中
		if( CHAR_getInt( charaindex, CHAR_WHICHTYPE ) == CHAR_TYPEPET )	continue;
		// 戏五化中引允［
		if( CHAR_getFlg( charaindex, CHAR_ISDIE ) == FALSE ){
			cnt ++;
		}
	}

	return cnt;
}
#endif


//*********************************************************
//
// 爵    ｝辅爵仄凶化皿伊奶乩□及心互戏五化中月橇谪井毛民尼永弁
//
int BATTLE_OnlyRescue(
	int battleindex, 	// 田玄伙奶件犯永弁旦
	int side, 			// 扔奶玉( 0 or 1 )
	int *pOnlyFlg
)
//
//   曰袄“｛戏五酸匀化中月皿伊奶乩□及醒
//｛｛｛｛｛ 爵  互垫歹木化中卅仃木壬   及袄
//
//*********************************************************
{
	int i, charaindex;
	BATTLE_ENTRY *pEntry;
	int cnt = 0, OnlyRescue = 1;

	(*pOnlyFlg) = 0;

	// 由仿丢□正民尼永弁
	if( BATTLE_CHECKSIDE( side ) == FALSE )return -BATTLE_ERR_PARAM;
	if( BATTLE_CHECKINDEX( battleindex ) == FALSE )return -BATTLE_ERR_BATTLEINDEX;

	// 巨件玄伉□
	pEntry = BattleArray[battleindex].Side[side].Entry;

	for( i = 0; i < BATTLE_ENTRY_MAX; i ++ ){
		charaindex = pEntry[i].charaindex;
		if( CHAR_CHECKINDEX( charaindex ) == FALSE ){
			continue;
		}
		// 矢永玄反仇及端楮溢卅中
		if( CHAR_getInt( charaindex, CHAR_WHICHTYPE ) == CHAR_TYPEPET )	continue;
		// 戏五化中引允［
		if( CHAR_getFlg( charaindex, CHAR_ISDIE ) == FALSE ){
			cnt ++;
			// 戏五化中月支勾反辅爵    井＂
			if( CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEMODE ) == BATTLE_CHARMODE_RESCUE ){
			}else{
				OnlyRescue = 0;
			}
		}
#ifdef _PETSKILL_LER
		if(CHAR_getWorkInt(charaindex,CHAR_WORK_RELIFE) > 0) cnt++;
#endif
	}

	// 戏五化中月支勾互中化公中勾反辅爵    分匀凶日
	if( cnt > 0 && OnlyRescue ){
		// 白仿弘毛  化月
		(*pOnlyFlg) = 1;
	}else{
		// 切互匀凶日ㄟ卞允月
		(*pOnlyFlg) = 0;
	}

	return cnt;
}

static BOOL BATTLE_TimeOutCheck( int battleindex )
{
	int i, j, charaindex;
	BATTLE			*pBattle;
	BATTLE_ENTRY	*pEntry;
	pBattle = &BattleArray[battleindex];

	if( NowTime.tv_sec > pBattle->timer + BATTLE_TIME_LIMIT ){
	}else{
		return FALSE;
	}
	//BATTLE_BroadCast( battleindex, "server时间已到。", CHAR_COLORYELLOW );
	for( j = 0; j < 2; j ++ ){
		pEntry = pBattle->Side[j].Entry;
		for( i = 0; i < BATTLE_ENTRY_MAX; i ++ ){
			charaindex = pEntry[i].charaindex;
			if( CHAR_CHECKINDEX( charaindex ) == FALSE )
				continue;
			if( CHAR_getInt( charaindex, CHAR_WHICHTYPE ) == CHAR_TYPEENEMY ){
				continue;
			}
			if( CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEMODE )
				== BATTLE_CHARMODE_C_WAIT ){
				BATTLE_Exit( charaindex, battleindex );
				CHAR_DischargePartyNoMsg( charaindex );
				CHAR_talkToCli( charaindex, -1,
					"时间到，结束战斗。", CHAR_COLORYELLOW	 );
				BATTLE_CommandSend( charaindex, "BU" );
			}
		}
	}

	return TRUE;
}

int BATTLE_WatchWait( int battleindex )
{
	BATTLE *pBattle;
	BOOL	commandflg = TRUE;

	if( BATTLE_CHECKINDEX( battleindex ) == FALSE )return BATTLE_ERR_BATTLEINDEX;
	pBattle = &BattleArray[battleindex];
	if( BATTLE_TimeOutCheck( battleindex ) == TRUE ){
		commandflg = TRUE;
	}
	if( commandflg == FALSE ){
		return 0;
	}
	pBattle->mode = BATTLE_MODE_WATCHMOVIE;
	pBattle->turn ++;
	return 0;
}

int BATTLE_WatchMovie( int battleindex )
{
	return 0;

}

int BATTLE_WatchAfter( int battleindex )
{
	BattleArray[battleindex].mode = BATTLE_MODE_WATCHPRE;

	return 0;

}

int BATTLE_WatchBC( int battleindex )
{
	return 0;
}

int BATTLE_WatchPre( int battleindex )
{
	// 戊穴件玉谨切尺  月凛及域  及  木
	BATTLE_PreWatchWaitSeq( battleindex );
	BattleArray[battleindex].mode = BATTLE_MODE_WATCHWAIT;
	return 0;
}

static int BATTLE_Command( int battleindex )
{
	BATTLE *pBattle, *pWatchBattle;
	BOOL	commandflg = TRUE, iFinish = FALSE;
	int OnlyRescue[2], i, j, charaindex;
	if( BATTLE_CHECKINDEX( battleindex ) == FALSE )return BATTLE_ERR_BATTLEINDEX;
	pBattle = &BattleArray[battleindex];

	if( BATTLE_CommandWait( battleindex, 0) == FALSE ){
		commandflg = FALSE;
	}
	if( BATTLE_CommandWait( battleindex, 1) == FALSE ){
		commandflg = FALSE;
	}
	pWatchBattle = pBattle->pNext;
	for( ; pWatchBattle ; pWatchBattle = pWatchBattle->pNext ){
		if( BATTLE_CHECKADDRESS( pWatchBattle ) == FALSE ){
			fprint( "err:观战battle address错误(%p)\n", pWatchBattle );
			break;
		}

		if( pWatchBattle->mode == BATTLE_MODE_WATCHBC ){

			BATTLE_MakeCharaString( battleindex, szAllBattleString,
				sizeof(szAllBattleString) );
			BATTLE_BpSendToWatch( pWatchBattle, szAllBattleString );

			pWatchBattle->mode = BATTLE_MODE_WATCHPRE;
			commandflg = FALSE;

		}else if( pWatchBattle->mode != BATTLE_MODE_WATCHMOVIE ){
			commandflg = FALSE;
		}
	}
	if( BATTLE_TimeOutCheck( battleindex ) == TRUE ){
		commandflg = TRUE;
	}
	if( commandflg == FALSE ){
		return 0;
	}
#ifdef _BATTLECOMMAND_TIME
	BattleArray[battleindex].PartTime = 0;
#endif


	pBattle->turn ++;//自己回合数增加
	BATTLE_ai_all( battleindex, 0, 0);
	BATTLE_ai_all( battleindex, 1, 0);
	BATTLE_Battling( battleindex );//处理战斗
	pBattle->Side[0].flg &= ~BSIDE_FLG_SURPRISE;
	pBattle->Side[1].flg &= ~BSIDE_FLG_SURPRISE;
	if( BATTLE_OnlyRescue( battleindex, 0, &OnlyRescue[0] ) == 0 ){
		pBattle->winside = 1;
		iFinish = TRUE;
	}else
		if( BATTLE_OnlyRescue( battleindex, 1, &OnlyRescue[1] ) == 0 ){
			pBattle->winside = 0;
			iFinish = TRUE;
		}
	for( j = 0; j < 2; j ++ ){
		if( OnlyRescue[j] != 1 )continue;
		for( i = 0; i < BATTLE_ENTRY_MAX/2; i ++ ){
			charaindex = pBattle->Side[j].Entry[i].charaindex;
			if( CHAR_CHECKINDEX( charaindex ) == FALSE )
				continue;
			if( CHAR_getInt( charaindex, CHAR_HP ) <= 0 ){
				BATTLE_Exit( charaindex, battleindex );
			}
		}
	}
	BATTLE_PreCommandSeq( battleindex );
	if( iFinish == TRUE ){
		BATTLE_FinishSet( battleindex );
	}
	return 0;
}

#ifdef _CHECK_BATTLE_IO
extern int InBattleLoop;
extern int battle_write;
extern int other_write;
extern int battle_write_cnt;
extern int other_write_cnt;
#endif

extern void BATTLE_changeRideImage( int index );

int BATTLE_Loop( void )
{
	int i, cnt = 0;

#ifdef _CHECK_BATTLE_IO
	InBattleLoop = TRUE;
#endif

	rand();
	for( i = 0; i < BATTLE_battlenum; i ++ ){//最多战斗场数
		if( BattleArray[i].use == FALSE )continue;
		if( BattleArray[i].type == BATTLE_TYPE_WATCH ){//若是观战模式
			if( BATTLE_CountAlive( i, 0 ) == 0 ){
				BATTLE_FinishSet( i );
			}
		}

		switch( BattleArray[i].mode ){
		case BATTLE_MODE_NONE://未战斗
			break;
		case BATTLE_MODE_INIT://战斗初始化
			BATTLE_Init( i );
			break;
		case BATTLE_MODE_BATTLE://Server内部战斗中
			BATTLE_Command( i );
			break;
		case BATTLE_MODE_FINISH://战斗结束
			BATTLE_Finish( i );
			break;
		case BATTLE_MODE_STOP://战斗中断
			BATTLE_Stop( i );
			break;
		case BATTLE_MODE_WATCHBC://观战中...
			BATTLE_WatchBC( i );
			break;

		case BATTLE_MODE_WATCHPRE:
			BATTLE_WatchPre( i );
			break;
		case BATTLE_MODE_WATCHWAIT:
			BATTLE_WatchWait( i );
			break;

		case BATTLE_MODE_WATCHMOVIE:
			BATTLE_WatchMovie( i );
			break;

		case BATTLE_MODE_WATCHAFTER:
			BATTLE_WatchAfter( i );
			break;
		}
		cnt ++;
	}

#ifdef _CHECK_BATTLE_IO
	InBattleLoop = FALSE;
#endif

	return cnt;
}





typedef struct {
	int charaindex;	// 平乓仿弁正奶件犯永弁旦
	int side;		// 扔奶玉
	int dex;		// 豳镀今
	int num;		// 巨件玄伉□  寞
	int combo;		// 宁    猾允月谛棉井＂
#ifdef _EQUIT_SEQUENCE
	int sequence;
#endif
}BATTLE_CHARLIST;


typedef int (*FUNC)( const void *, const void * );

//************************************************************
//
//  爵  及豳镀今  胜楮醒
//
// 豳镀今反袄互  五中  互穸木化中月［嫦赐末□玄匹丐月［
//
static int	EsCmp(
	const BATTLE_CHARLIST *pC1,
	const BATTLE_CHARLIST *pC2
)
{
#ifdef _EQUIT_SEQUENCE
	return( (pC2->dex+pC2->sequence) - (pC1->dex+pC1->sequence) );
#else
	return( pC2->dex - pC1->dex );
#endif
}

#ifdef _EQUIT_SEQUENCE
void Replacement_Entry( BATTLE_CHARLIST *temp1, BATTLE_CHARLIST *temp2)
{
	temp1->charaindex = temp2->charaindex;
	temp1->combo = temp2->combo;
	temp1->dex = temp2->dex;
	temp1->num = temp2->num;
	temp1->sequence = temp2->sequence;
	temp1->side = temp2->side;
}
#endif
static void EntrySort( BATTLE_CHARLIST *EntryList, int listsize)
{
#ifdef _EQUIT_SEQUENCE
//	int i, j;
	qsort( EntryList, listsize, sizeof( BATTLE_CHARLIST ), (FUNC)EsCmp );
/*
	for( i=0; i<listsize; i++){
		if( EntryList[i].sequence > 0 ){
			int maxcheck, now;
			BATTLE_CHARLIST temp;

			maxcheck = EntryList[i].sequence/8;
			maxcheck = RAND( 1, maxcheck);
			maxcheck = ( maxcheck>=i )?(i/3):maxcheck;
			maxcheck = ( maxcheck<0)?0:maxcheck;
			now = i;
			for( j=0; j<maxcheck&&now>0; j++){
				if( EntryList[now].sequence > (EntryList[now-1].sequence *0.9) ){

					Replacement_Entry( &temp, &EntryList[now]);
					Replacement_Entry( &EntryList[now], &EntryList[now-1]);
					Replacement_Entry( &EntryList[now-1], &temp);
					now = now-1;


//					temp = &EntryList[now];
//					EntryList[now] = EntryList[now-1];
//					EntryList[now-1] = *temp;
//					temp = NULL;

				}
			}
		}
	}
*/
#else
	qsort( EntryList, listsize, sizeof( BATTLE_CHARLIST ), (FUNC)EsCmp );
#endif
}



//************************************************************
//
// 豳镀今毛煌遥允月［
//
static int BATTLE_DexCalc(
	int charaindex
)
//
//    曰袄  豳镀今
//
//************************************************************
{
	int dex = 0;
	int work, COM;
	int petindex = BATTLE_getRidePet( charaindex );

	// 戊穴件玉潸
	COM = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM1 );

#ifdef _PETSKILL_BECOMEFOX // 攻击顺序中的敏捷降下20%
    if( CHAR_getWorkInt( charaindex, CHAR_WORKFOXROUND ) != -1 ){
	    work = CHAR_getWorkInt( charaindex, CHAR_WORKQUICK )+20;
		dex = work *0.8;//敏降20%
	}
#endif
#ifdef _PROFESSION_ADDSKILL
    if( CHAR_getWorkInt( charaindex, CHAR_WORKFEAR ) > 0 ){
		work = CHAR_getWorkInt( charaindex, CHAR_WORKQUICK )+20;
		dex = work*0.8;//敏降20%
	}
#endif
	// 骚橘  猾及桦宁
	switch( COM ){
#ifdef _PROFESSION_SKILL			// WON ADD 人物职业技能
	case BATTLE_COM_S_BLOOD:				// 嗜血成性
	case BATTLE_COM_S_BLOOD_WORMS:		// 嗜血蛊
	case BATTLE_COM_S_SIGN:				// 一针见血
#endif

#ifdef _BATTLE_NEWPOWER
	case BATTLE_COM_JYUJYUTU:
	case BATTLE_COM_S_ATTACK_MAGIC:
		work = CHAR_getWorkInt( charaindex, CHAR_WORKQUICK )+20;
		dex = work - RAND( 0, work * 0.3 );
		break;
#endif

#ifdef _PROFESSION_SKILL			// WON ADD 人物职业技能
	case BATTLE_COM_S_FIRE_ENCLOSE:		// 火附体
	case BATTLE_COM_S_ICE_ENCLOSE:		// 冰附体
	case BATTLE_COM_S_THUNDER_ENCLOSE:	// 雷附体
		work = CHAR_getWorkInt( charaindex, CHAR_WORKQUICK )+20;
		dex = work - RAND( work * 0.3, work * 0.5 );
		break;
	case BATTLE_COM_S_VOLCANO_SPRINGS:// 火山泉
	case BATTLE_COM_S_SUMMON_THUNDER:	// 召雷术
	case BATTLE_COM_S_ICE_ARROW:			// 冰箭术
		work = CHAR_getWorkInt( charaindex, CHAR_WORKQUICK )+20;
		dex = work - RAND( 0, work * 0.2 );
		break;
	case BATTLE_COM_S_CURRENT:			// 电流术
	case BATTLE_COM_S_FIRE_BALL:// 火星球
	case BATTLE_COM_S_ICE_CRACK:			// 冰爆术
		work = CHAR_getWorkInt( charaindex, CHAR_WORKQUICK )+20;
		dex = work - RAND( 0, work * 0.5 );
		break;
	case BATTLE_COM_S_FIRE_SPEAR:// 火龙枪
	case BATTLE_COM_S_STORM:				// 暴风雨
	case BATTLE_COM_S_ICE_MIRROR:		// 冰镜术
	case BATTLE_COM_S_ENCLOSE:			// 附身术
	case BATTLE_COM_S_TRANSPOSE:			// 移形换位
		work = CHAR_getWorkInt( charaindex, CHAR_WORKQUICK )+20;
		dex = work - RAND( work * 0.2, work * 0.5 );
		break;

	case BATTLE_COM_S_DOOM:				// 世界末日
		work = CHAR_getWorkInt( charaindex, CHAR_WORKQUICK )+20;
		dex = work - RAND( 0.3, work * 0.6 );
		break;
#endif

#ifdef _SKILL_SPEEDY_ATT //vincent  宠技:疾速攻击
	case BATTLE_COM_S_SPEEDYATTACK:
		work = CHAR_getWorkInt( charaindex, CHAR_WORKQUICK )+20;
		dex = work + work*0.3;//敏加30%
		break;
#endif
#ifdef _PETSKILL_DAMAGETOHP //宠技:暗月狂狼(嗜血技的变体)
    case BATTLE_COM_S_DAMAGETOHP2:
		work = CHAR_getWorkInt( charaindex, CHAR_WORKQUICK )+20;
		dex = work + work*0.2;//敏加20%
		break;
#endif

	case BATTLE_COM_ITEM:	// 失奶  丞毛银丹桦宁
		work = CHAR_getWorkInt( charaindex, CHAR_WORKQUICK )+20;
		dex = work - RAND( 0, work * 0.3 ) + work * 0.15;
		break;
	default:	// 骚橘  爵丹卅升)
		// Robin 0727 ride pet
		if( petindex == -1 )
			work = CHAR_getWorkInt( charaindex, CHAR_WORKQUICK )+20;
		else
			work = BATTLE_adjustRidePet3A( charaindex, petindex, CHAR_WORKQUICK, ATTACKSIDE )+20;
		dex = work - RAND( 0, work * 0.3 );
		break;
	}

	// 穴奶瓜旦卞卅匀化仄引匀凶日＂
	if( dex <= 0 )dex = 1;

	return dex;
}






//*************************************************************
//
//  戊件申生□扑亦件互丐月井升丹井民尼永弁
//
static void ComboCheck(
	BATTLE_CHARLIST *pEntryList,
	int entrynum
)
//
//*************************************************************
{

	int i,
		charaindex,
		com,
		enemy,
		side,
		oldside = -3, // 赝癫卞丐曰尹卅中袄
		oldenemy = -3, // 赝癫卞丐曰尹卅中袄
		armtype,
		move,
		per,
		ComboId = 1,	// 戊件示
		start = -1;
#ifdef _ITEM_ADDCOMBO
	int j;
#endif

	for( i = 0; i < entrynum; i ++ ){

		charaindex = pEntryList[i].charaindex;
		com = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM1 );
		enemy = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM2 );
		side  = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLESIDE );
		armtype = 0;
		if( CHAR_getInt( charaindex, CHAR_WHICHTYPE ) == CHAR_TYPEENEMY ){
			per = 20;	// 衬反ㄡㄟ⊙
		}else{
			per = 50;	// 愤坌反ㄤㄟ⊙
#ifdef _ITEM_ADDCOMBO
            for( j = 0 ; j < CHAR_EQUIPPLACENUM ; j ++ ){
		        int id = CHAR_getItemIndex(charaindex,j);//道具id
		        if( ITEM_CHECKINDEX(id) ){
					char *arg;
                    arg = ITEM_getChar(id, ITEM_ARGUMENT );//道具参数
					if( strstr( arg, "合击" ) ){
						int k,battleindex,lr;
						battleindex = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEINDEX );//战场编号
		                lr = BATTLE_Index2No( battleindex, charaindex );//所站位置
						for( k = 0; k < entrynum; k ++ ){//战场上所有人回圈
							if( BATTLE_TargetCheck(battleindex, pEntryList[k].charaindex ) ){//活着
								if( ( lr < 10
									&& BATTLE_Index2No( battleindex, pEntryList[k].charaindex ) < 10 )
									|| ( lr >= 10
									&& BATTLE_Index2No( battleindex, pEntryList[k].charaindex ) >= 10 ) ){//同一队
									int l;
                                    for( l = 0 ; l < CHAR_EQUIPPLACENUM ; l ++ ){
		                                int lid = CHAR_getItemIndex(charaindex,l);//道具id
		                                if( ITEM_CHECKINDEX(lid) ){
                                            arg = ITEM_getChar(lid, ITEM_ARGUMENT );//道具参数
					                        if( strstr( arg, "合击" ) ){//同一队有2个人以上有载此道具
											    int add=0;
												sscanf( arg+4, "%d", &add );//取得追加的%数
												per += add;
												break;
											}
										}
									}
								}
							}
						}
						break;
					}
				}
			}
#endif
		}

		//     互ㄟ井  仃卅井匀凶日
		if( CHAR_getInt( charaindex, CHAR_HP ) <= 0
		||  BATTLE_CanMoveCheck( charaindex ) == FALSE
		){
			move = 0;
		}else{
			move = 1;
		}

		//   猾础及  湛毛潸  ［髑仆烟卅日母丢
		// 髑仆烟卅日母丢
		if( BATTLE_IsThrowWepon(
			CHAR_getItemIndex( charaindex, CHAR_ARM ) ) == TRUE
		){
			armtype = 1;
		}

		pEntryList[i].combo = 0;	// 赓渝祭

		if( start != -1 ){		// 宁    猾
			if(	com != BATTLE_COM_ATTACK 	//   猾戊穴件玉匹卅中
			||	enemy != oldenemy 			// 谎匀化月衬互  元匹卅中
			||	side != oldside 			// 扔奶玉互啜丹
			||	armtype == 1 				// 髑仆烟匹丐月
			||	move == 0 					//   仃卅中
			){
				start = -1;			// 蔽
				oldside = side;		// 扔奶玉创尹月
			}else{
				// 戊件示涩烂
				CHAR_setWorkInt( pEntryList[i].charaindex,
					CHAR_WORKBATTLECOM1,BATTLE_COM_COMBO );
					pEntryList[i].combo = ComboId;
				//   赓及谛手域杀涩烂
				CHAR_setWorkInt( pEntryList[start].charaindex,
					CHAR_WORKBATTLECOM1,BATTLE_COM_COMBO );
					pEntryList[start].combo = ComboId;
			}
		}
		if( start == -1 ){// 宁    猾    仄化中卅中桦宁
			if( com == BATTLE_COM_ATTACK
			&&	armtype != 1 				// 髑仆烟匹卅中
			&&	move == 1 					//   仃月
			&& RAND( 1, 100 ) <= per
			){	// 骚橘  猾  匹丐月
				start = i;
				oldenemy = enemy;	// 谎匀化月衬毛创尹月
				oldside = side;		// 扔奶玉创尹月
				ComboId ++;
			}
		}

	}

}

//*************************************************************
//
//  戊件申生□扑亦件互  癫卞匹五月井民尼永弁
//｛戚及谛互戊件示匹五月橇谪元扎卅井匀凶日 FALSE
//
static BOOL ComboCheck2(
	BATTLE_CHARLIST *pEntryList,	// 巨件玄伉□伉旦玄
	int nownum,		// 蜇箕及赐
	int entrynum	// 巨件玄伉□    醒
)
//
// 戊件示匹五月    TRUE
//       匹五卅中  FALSE
//
//*************************************************************
{

	int i,
		iRet = FALSE,
		ComboId,
		charaindex;

	// 戊件示    忡绣
	ComboId = pEntryList[nownum].combo;

	charaindex = pEntryList[nownum].charaindex;

	// 愤坌互镝擦蘸撩  仄化中凶日撩
	if( CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEFLG) & CHAR_BATTLEFLG_AIBAD )
	{
//		print( "由於忠诚度不足使用必杀技失败( %s )\n",CHAR_getUseName( charaindex ) );
		return FALSE;
	}

	// 戚及谛互戊件示卞辅笛匹五月井割
	for( i = nownum+1; i < entrynum; i ++ ){
		charaindex = pEntryList[i].charaindex;

		// 戊件示    啜丹午镀仁手撩
		if( ComboId != pEntryList[i].combo )break;

		// 爵  卞辅笛仄化中卅井匀凶日戚尺
		if( CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEMODE) == 0 ) break;
		if( CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEMODE) == BATTLE_CHARMODE_FINAL ) break;

		if( CHAR_getInt( charaindex, CHAR_HP ) <= 0
		||  BATTLE_CanMoveCheck( charaindex ) == FALSE
		){
		}else{
			iRet = TRUE;
			break;
		}
	}
/*
	if( iRet == FALSE ){
		print( "必杀技失败( %s )\n",
			CHAR_getUseName( pEntryList[nownum].charaindex ) );
	}
*/
	return iRet;

}


void BATTLE_UltimateExtra(
	int battleindex,
	int charaindex,
	int enemyindex
)
{
	char szBuffer[256]="";
	int pindex, pno;
#ifndef _DEATH_CONTEND
	int floor=0, x=0, y=0;
#endif
	szBuffer[0] = 0;

	if( CHAR_getInt( enemyindex, CHAR_WHICHTYPE ) == CHAR_TYPEPLAYER ){
		BATTLE_PetDefaultExit( enemyindex, battleindex );

		if( BattleArray[battleindex].type != BATTLE_TYPE_P_vs_P ){
			int levelflg = 1;
			//snprintf( szBuffer, sizeof(szBuffer),
			//	"(%s)被击飞至远方。",
			//	CHAR_getUseName( enemyindex ) );
			if( CHAR_getInt( enemyindex, CHAR_LV ) <= 10 ){
				levelflg = 2;
			}

			if( BattleArray[battleindex].norisk == 0 ){;
				CHAR_AddCharm( enemyindex, CH_FIX_PLAYEULTIMATE/levelflg );
				pno = CHAR_getInt( enemyindex, CHAR_DEFAULTPET );
				if( 0 <= pno && pno < CHAR_MAXPETHAVE ){
					pindex = CHAR_getCharPet( enemyindex, pno );
					if( CHAR_CHECKINDEX( pindex ) == TRUE ){
						CHAR_PetAddVariableAi( pindex, AI_FIX_PLAYERULTIMATE/levelflg );
					}
				}
			}
#ifdef _DEATH_CONTEND
			CHAR_warpToSpecificPoint( enemyindex, 8250, 22, 22 );
#else
#ifdef _BAD_PLAYER                              // WON ADD 送坏玩家去关
            if( NPC_EventCheckFlg( enemyindex, 135 ) ){
				CHAR_warpToSpecificPoint( enemyindex, 887, 56, 14 );
			}else{
#endif
				if( CHAR_getElderPosition(
					CHAR_getInt( enemyindex, CHAR_LASTTALKELDER), &floor, &x, &y )
					!= TRUE
				){
				}else{
					CHAR_warpToSpecificPoint( enemyindex, floor, x, y );
				}
#ifdef _BAD_PLAYER
			}
#endif
#endif
		}
		BATTLE_Exit( enemyindex, battleindex );
		CHAR_DischargePartyNoMsg( enemyindex );
		if( getBattleDebugMsg( ) != 0 ){
			BATTLE_talkToCli( enemyindex, szBuffer, CHAR_COLORYELLOW );
		}

	}else
	// 矢永玄卅日
	if( CHAR_getInt( enemyindex, CHAR_WHICHTYPE ) == CHAR_TYPEPET ){
		int levelflg = 1;
		int playerindex = CHAR_getWorkInt( enemyindex, CHAR_WORKPLAYERINDEX );

		// 伊矛伙互斓中桦宁反    蛹月  坌
		if( CHAR_getInt( playerindex, CHAR_LV ) <= 10 ){
			levelflg = 2;
		}

		//snprintf( szBuffer, sizeof(szBuffer),
		//	"(%s)被击飞。",
		//	CHAR_getUseName( enemyindex ) );

		// 潜谛及犯白巧伙玄井日反内允
		CHAR_setInt( playerindex, CHAR_DEFAULTPET, -1 );

		// 犯亘巨伙动陆反镝擦艘毛票仆月
		if( BattleArray[battleindex].type != BATTLE_TYPE_P_vs_P ){
			// 伉旦弁及  中田玄伙井＂丐月卅日镝擦    毛票仆月
			if( BattleArray[battleindex].norisk == 0 ){;
				CHAR_PetAddVariableAi( enemyindex, AI_FIX_PETULTIMATE/levelflg );
			}
			// 潜谛及矢永玄韶氏分荚醒毛市它件玄允月
			CHAR_setInt( playerindex, CHAR_DEADPETCOUNT,
				CHAR_getInt( playerindex, CHAR_DEADPETCOUNT ) + 1 );
		}
/*
		// 矢永玄互中凶日爵  井日厄仃今六月［
		BATTLE_PetDefaultExit( enemyindex, battleindex );
*/

		// 愤坌手  仃月
		BATTLE_Exit( enemyindex, battleindex );

	}else{
		int flg;
		// 公木动陆匹失伙  奴丢永玄韶
		//snprintf( szBuffer, sizeof(szBuffer),
		//	"(%s)被击飞。",
		//	CHAR_getUseName( enemyindex ) );
		// 衬平乓仿反扔□田□卞酸仄化云仁
//		BATTLE_Exit( enemyindex, battleindex );
		flg = CHAR_getWorkInt( enemyindex, CHAR_WORKBATTLEFLG );
		flg |= CHAR_BATTLEFLG_ULTIMATE;	// 失伙  奴丢永玄熬仃凶
		CHAR_setWorkInt( enemyindex, CHAR_WORKBATTLEFLG, flg );
		BATTLE_Exit( enemyindex, battleindex );
	}

	//   须  煤
	//BATTLE_BroadCast( battleindex, szBuffer, CHAR_COLORYELLOW );

}


//*************************************************************
//
//  骚橘卞竣濮今六凶桦宁及  溃质
//
void BATTLE_NormalDeadExtra(
	int battleindex, // 爵  奶件犯永弁旦
	int charaindex,  // 诮仄凶平乓仿及奶件犯永弁旦
	int enemyindex 	// 诮今木凶平乓仿及奶件犯永弁旦
)
//
//
//*************************************************************
{
	int pindex, pno;
	char szBuffer[256]="";

	szBuffer[0] = 0;

	// 皿伊奶乩□匹
	// 衬午及爵  分匀凶日
	// 伉旦弁及  中田玄伙卅日
	if( CHAR_getInt( enemyindex, CHAR_WHICHTYPE ) == CHAR_TYPEPLAYER
	&& BattleArray[battleindex].type == BATTLE_TYPE_P_vs_E
	&&  BattleArray[battleindex].norisk == 0
	){
		int levelflg = 1;
		// 愤坌及    毛票仆月
		// 伊矛伙ㄠㄟ动票及谛反      坌分仃票互月
		if( CHAR_getInt( enemyindex, CHAR_LV ) <= 10 ){
			levelflg = 2;
		}
		CHAR_AddCharm( enemyindex, CH_FIX_PLAYERDEAD/levelflg );
		// 爵  卞辅笛仄化中凶矢永玄及    毛票仆月
		pno = CHAR_getInt( enemyindex, CHAR_DEFAULTPET );
		if( 0 <= pno && pno < CHAR_MAXPETHAVE ){
			// 矢永玄及奶件犯永弁旦
			pindex = CHAR_getCharPet( enemyindex, pno );
			if( CHAR_CHECKINDEX( pindex ) == TRUE ){
				CHAR_PetAddVariableAi( pindex, AI_FIX_PLAYERDEAD/levelflg );
			}
		}
		// 韶氏分平乓仿及戊穴件玉反侉木月
		CHAR_setWorkInt( enemyindex, CHAR_WORKBATTLECOM1, BATTLE_COM_NONE );
	}else
	// 矢永玄卅日
	if( CHAR_getInt( enemyindex, CHAR_WHICHTYPE ) == CHAR_TYPEPET
	&& BattleArray[battleindex].type == BATTLE_TYPE_P_vs_E
	&&  BattleArray[battleindex].norisk == 0
	){
		int levelflg = 1;
		int playerindex = CHAR_getWorkInt( enemyindex, CHAR_WORKPLAYERINDEX );

		// 潜谛及伊矛伙ㄠㄟ动票及谛反      坌分仃票互月
		if( CHAR_getInt( playerindex, CHAR_LV ) <= 10 ){
			levelflg = 2;
		}
		// 愤坌及镝擦艘毛票仆月
		CHAR_PetAddVariableAi( enemyindex, AI_FIX_PETDEAD/levelflg );
		// 潜谛及矢永玄韶氏分荚醒毛市它件玄允月
		CHAR_setInt( playerindex, CHAR_DEADPETCOUNT,
			CHAR_getInt( playerindex, CHAR_DEADPETCOUNT ) + 1 );

		// 韶氏分平乓仿及戊穴件玉反侉木月
		CHAR_setWorkInt( enemyindex, CHAR_WORKBATTLECOM1, BATTLE_COM_NONE );

	}else{
	// 公木动陆
	}

	//snprintf( szBuffer, sizeof(szBuffer),
	//	"(%s)失去意识。",
	//	CHAR_getUseName( enemyindex ) );

	//BATTLE_BroadCast( battleindex, szBuffer, CHAR_COLORYELLOW );

}

#ifndef DANTAI
void BATTLE_EscapeDpSend( int battleindex, int charaindex )
{

	int enemyside, cnt, dpadd;
	BATTLE_ENTRY	*pEntry;

	if( BATTLE_CHECKINDEX( battleindex ) == FALSE ){
		return;
	}

	if( BattleArray[battleindex].type != BATTLE_TYPE_P_vs_P ){
		return;
	}
	if( BattleArray[battleindex].flg & BATTLE_FLG_FREEDP ){
		CHAR_setWorkInt( charaindex, CHAR_WORKGETEXP, 0 );
		return ;
	}
	BattleArray[battleindex].flg |= BATTLE_FLG_CHARALOST;
	enemyside = 1 - CHAR_getWorkInt( charaindex, CHAR_WORKBATTLESIDE );
	pEntry = BattleArray[battleindex].Side[enemyside].Entry;
	cnt = BATTLE_CountAlive( battleindex, enemyside );
	if( cnt == 0 )return;
	dpadd = CHAR_getInt( charaindex, CHAR_DUELPOINT ) * DUELPOINT_RATE;
	if( dpadd < 1 )dpadd = 1;
	CHAR_setWorkInt( charaindex, CHAR_WORKGETEXP, -dpadd*2 );
	dpadd /= cnt;
	if( dpadd < 1 )dpadd = 1;
	BATTLE_AddDpAlive( battleindex, enemyside, dpadd );
}
#else
void BATTLE_EscapeDpSend( int battleindex, int charaindex )
{

	int enemyside, dpadd;
	BATTLE_ENTRY	*pEntry;

        // Nuke 0725: Avoid too large number
        if ((battleindex<0)||(battleindex>getBattlenum())) return;
        //         动陆反  仃月
	if( BattleArray[battleindex].type != BATTLE_TYPE_P_vs_P ){
		return;
	}

	// 锹澎扔奶玉
	enemyside = 1 - CHAR_getWorkInt( charaindex, CHAR_WORKBATTLESIDE );

	pEntry = BattleArray[battleindex].Side[enemyside].Entry;

	// 锹澎础卞中月谛醒毛醒尹月
	dpadd = CHAR_getInt( charaindex, CHAR_DUELPOINT ) * DUELPOINT_RATE;
	if( dpadd < 1 )dpadd = 1;	//   斓匹手ㄠ

	//   谛井日娄中化云仁
	CHAR_setWorkInt( charaindex, CHAR_WORKGETEXP, -dpadd*2 );

	// 锹澎础卞反箫允
	BattleArray[battleindex].Side[enemyside].common_dp += dpadd;


}
#endif


#ifndef DANTAI
int BATTLE_AddDuelPoint( int battleindex, int *pBidList )
{
	int enemyindex, i, side, num, j, k,
		charaindex[BATTLE_ENTRY_MAX+1];
	BATTLE_ENTRY
		*pEntryEnemy;
	int allnum = 0;
	int bid = pBidList[0];

	if( pBidList < 0 )return BATTLE_ERR_PARAM;
	if( bid >= SIDE_OFFSET ){
		num = bid - SIDE_OFFSET;
		side = 1;
	}else{
		num = bid ;
		side = 0;
	}

	if( BATTLE_CHECKINDEX( battleindex ) == FALSE )return BATTLE_ERR_BATTLEINDEX;
	if( BATTLE_CHECKSIDE( side ) == FALSE )return BATTLE_ERR_PARAM;
	if( num < 0 || num >= BATTLE_ENTRY_MAX )return BATTLE_ERR_PARAM;

	for( i = 0; i < BATTLE_ENTRY_MAX + 1 ; i ++ ){
		charaindex[i] = -1;
	}

	for( i = 0; i < BATTLE_ENTRY_MAX && pBidList[i] != -1 ; i ++ ){
		int work;
		work = BATTLE_No2Index( battleindex, pBidList[i] );
		if( work < 0 )return BATTLE_ERR_PARAM;
		if( CHAR_getInt( work, CHAR_WHICHTYPE ) == CHAR_TYPEENEMY ){
			continue;
		}
		if( CHAR_getInt( work, CHAR_WHICHTYPE ) == CHAR_TYPEPET ){
			work = CHAR_getWorkInt( work, CHAR_WORKPLAYERINDEX );
		}
		if( work < 0 )return BATTLE_ERR_PARAM;
		for( k = 0; k < allnum; k ++ ){
			if( charaindex[i] == work )break;
		}
		if( i < allnum )continue;
		charaindex[i] = work;
		allnum ++;
	}
	charaindex[i] = -1;

	for( j = 0; j < 2; j ++ ){
		pEntryEnemy = BattleArray[battleindex].Side[j].Entry;
		for( i = 0; i < BATTLE_ENTRY_MAX; i ++ ){
			int enemytype = 0;
			enemyindex = pEntryEnemy[i].charaindex;
			if( CHAR_CHECKINDEX( enemyindex ) == FALSE )continue;
			if( CHAR_getInt( enemyindex, CHAR_HP ) <= 0
			&&  CHAR_getFlg( enemyindex, CHAR_ISDIE ) == FALSE){
			}else{
				continue;
			}
			enemytype = CHAR_getInt( enemyindex, CHAR_WHICHTYPE );
			if( enemytype == CHAR_TYPEPLAYER ){
				BattleArray[battleindex].flg |= BATTLE_FLG_CHARALOST;
			}
			if( enemytype == CHAR_TYPEPLAYER ||  enemytype == CHAR_TYPEENEMY	){
				int dpadd, dpnow;
				dpnow = CHAR_getInt( enemyindex, CHAR_DUELPOINT );
				dpadd = dpnow * DUELPOINT_RATE;
				dpnow -= dpadd;
				CHAR_setWorkInt( enemyindex, CHAR_WORKGETEXP,
					CHAR_getWorkInt( enemyindex, CHAR_WORKGETEXP) - dpadd );

				if( side != j ){
					for( k = 0; charaindex[k] != -1; k ++ );
					if( k <= 0 )k = 1;
					dpadd /= k;
					if( dpadd <= 0 ) dpadd = 1;
					for( k = 0; charaindex[k] != -1; k ++ ){
						CHAR_setWorkInt( charaindex[k], CHAR_WORKGETEXP,
							CHAR_getWorkInt( charaindex[k], CHAR_WORKGETEXP ) + dpadd );
					}
				}else{
					int dpdiv = dpadd, alive;
					alive = BATTLE_CountAlive( battleindex, 1-j );
					if( alive <= 0 )alive = 1;
					dpdiv /= alive;
					if( dpdiv <= 0 )dpdiv = 1;
					BATTLE_AddDpAlive( battleindex, 1-j, dpdiv );
				}
			}
			CHAR_setFlg( enemyindex, CHAR_ISDIE, 1 );
			CHAR_setInt( enemyindex, CHAR_DEADCOUNT,
				CHAR_getInt( enemyindex, CHAR_DEADCOUNT ) + 1 );

			if( pEntryEnemy[i].flg & BENT_FLG_ULTIMATE ){
				BATTLE_GetProfit( battleindex, j, i );
				BATTLE_UltimateExtra( battleindex, charaindex[0], enemyindex );
			}else{
				BATTLE_NormalDeadExtra( battleindex, charaindex[0], enemyindex );
			}
		}
	}
	return 0;
}
#else

int BATTLE_AddDuelPoint(
	int battleindex,
	int *pBidList )
{
	int enemyindex, i, otherside, j,
		charaindex[BATTLE_ENTRY_MAX+1];
	BATTLE_ENTRY
		*pEntryEnemy;
	if( pBidList < 0 )return BATTLE_ERR_PARAM;
	if( BATTLE_CHECKINDEX( battleindex ) == FALSE )return BATTLE_ERR_BATTLEINDEX;
	for( j = 0; j < 2; j ++ ){
		pEntryEnemy = BattleArray[battleindex].Side[j].Entry;
		otherside = 1 - j;
		for( i = 0; i < BATTLE_ENTRY_MAX; i ++ ){
			enemyindex = pEntryEnemy[i].charaindex;
			if( CHAR_CHECKINDEX( enemyindex ) == FALSE )continue;
			if( CHAR_getInt( enemyindex, CHAR_HP ) <= 0
			&&  CHAR_getFlg( enemyindex, CHAR_ISDIE ) == FALSE){
			}else{
				continue;
			}

			CHAR_setFlg( enemyindex, CHAR_ISDIE, 1 );
			CHAR_setInt( enemyindex, CHAR_DEADCOUNT,
				CHAR_getInt( enemyindex, CHAR_DEADCOUNT ) + 1 );
			if( pEntryEnemy[i].flg & BENT_FLG_ULTIMATE ){
				if( CHAR_getInt( enemyindex, CHAR_WHICHTYPE ) == CHAR_TYPEPLAYER ){
					int dpadd, dpnow;
					dpnow = CHAR_getInt( enemyindex, CHAR_DUELPOINT );
					dpadd = dpnow * DUELPOINT_RATE;	// ㄠㄟ坌及ㄠ手日尹月
					dpnow -= dpadd;
					CHAR_setWorkInt( enemyindex, CHAR_WORKGETEXP,
						CHAR_getWorkInt( enemyindex, CHAR_WORKGETEXP) - dpadd );
					BattleArray[battleindex].Side[otherside].common_dp += dpadd;
					BATTLE_GetProfit( battleindex, j, i );
				}
				BATTLE_UltimateExtra( battleindex, charaindex[0], enemyindex );
			}else{
				BATTLE_NormalDeadExtra( battleindex, charaindex[0], enemyindex );
			}
		}
	}
	return 0;
}
#endif

int BATTLE_ItemDelCheck( int itemindex )
{	int icnt, jcnt, playernum;
	playernum = getFdnum();
	for( icnt = 0; icnt < playernum; icnt ++ ) {
		if( CHAR_CHECKINDEX( icnt ) ) {
			for( jcnt = 0; jcnt < CHAR_MAXITEMHAVE; jcnt ++ ) {
				if( CHAR_getItemIndex( icnt, jcnt ) == itemindex ) {
					print( "err:战利品奇怪的item处理(%s)(%s)index(%d)\n",
							CHAR_getUseName(icnt),ITEM_getAppropriateName(itemindex),
								itemindex );
					return FALSE;
				}
			}
		}
	}
	return TRUE;
}

int BATTLE_AddExpItem( int battleindex,	int *pBidList )
{
	int enemyindex, i, side, num, proflg = 1, j, exp, k, enemylevel,
		charaindex[BATTLE_ENTRY_MAX+1];
	BATTLE_ENTRY
		*pEntryEnemy,
		*pEntryChara[BATTLE_ENTRY_MAX+1],
		*pEntryPlayer[BATTLE_ENTRY_MAX+1];
	int item=0,itemindex,itemloop,allnum = 0;
	int bid = pBidList[0];
	if( pBidList[0] < 0 )return BATTLE_ERR_PARAM;
	if( bid >= SIDE_OFFSET ){
		num = bid - SIDE_OFFSET;
		side = 1;
	}else{
		num = bid ;
		side = 0;
	}
	if( BATTLE_CHECKSIDE( side ) == FALSE )return BATTLE_ERR_PARAM;
	if( num < 0 || num >= BATTLE_ENTRY_MAX )return BATTLE_ERR_PARAM;
	for( i = 0; i < BATTLE_ENTRY_MAX + 1 ; i ++ ){
		charaindex[i] = -1;
		pEntryPlayer[i] = NULL;
	}
	if( BattleArray[battleindex].Side[side].type != BATTLE_S_TYPE_PLAYER
	||	BattleArray[battleindex].Side[1-side].type == BATTLE_S_TYPE_PLAYER){
		proflg = 0;
	}
	for( i = 0; i < BATTLE_ENTRY_MAX && pBidList[i] != -1 ; i ++ ){
		int subnum;
		charaindex[i] = BATTLE_No2Index( battleindex, pBidList[i] );
		if( charaindex[i] < 0 )return BATTLE_ERR_PARAM;
		subnum = pBidList[i]-side*SIDE_OFFSET;
		pEntryChara[i] = &BattleArray[battleindex].Side[side].Entry[subnum];
		if( CHAR_getInt( charaindex[i], CHAR_WHICHTYPE ) == CHAR_TYPEPET ){
			pEntryPlayer[i] = &BattleArray[battleindex].Side[side].Entry[subnum-5];
		}else{
			pEntryPlayer[i] = pEntryChara[i];
		}
	}
	charaindex[i] = -1;
	allnum = i;
	for( j = 0; j < 2; j ++ ){
		pEntryEnemy = BattleArray[battleindex].Side[j].Entry;
		for( i = 0; i < BATTLE_ENTRY_MAX; i ++ ){
			enemyindex = pEntryEnemy[i].charaindex;
			if( CHAR_CHECKINDEX( enemyindex ) == FALSE )continue;

			if( CHAR_getInt( enemyindex, CHAR_HP ) <= 0
			&&  CHAR_getFlg( enemyindex, CHAR_ISDIE ) == FALSE	){
			}else{
				continue;
			}
			if( proflg == 1 && side != j ){
				if( CHAR_getInt( enemyindex, CHAR_WHICHTYPE ) != CHAR_TYPEENEMY ){
					print( "\nerr: 夺取敌人以外的战利品(%s:%d)\n",
						__FILE__, __LINE__ );
				}
				for(item=CHAR_STARTITEMARRAY; item < CHAR_STARTITEMARRAY+10; item++){
					itemindex = CHAR_getItemIndex( enemyindex, item );
					if(ITEM_CHECKINDEX( itemindex ) == FALSE ){
						continue;
					}
					if( ITEM_getWorkInt( itemindex, ITEM_WORKCHARAINDEX ) <= getFdnum() ){
						print( "\nerr: 将玩家的item当做战利品(%s:%d)\n",
							__FILE__, __LINE__ );
						continue;
					}
					CHAR_setItemIndex( enemyindex, item, -1 );
					k = RAND( 0, (allnum-1) );
					for(itemloop=0;itemloop<3;itemloop++){
						if(pEntryPlayer[k]->getitem[itemloop]==-1){
							pEntryPlayer[k]->getitem[itemloop]=itemindex;
							break;
						}
					}
					if( itemloop >= 3 ){
						if( RAND( 0, 1 ) ) {
							int olditem;
							int randwork = RAND( 0, 2 );
							olditem = pEntryPlayer[k]->getitem[randwork];
							pEntryPlayer[k]->getitem[randwork]=itemindex;
							if( BATTLE_ItemDelCheck( olditem ) == TRUE ){
								ITEM_endExistItemsOne(olditem);
							}
						}else {
							ITEM_endExistItemsOne(itemindex);
						}
					}

				}

#define EXPGET_MAXLEVEL 5
#define EXPGET_DIV 15
				exp = CHAR_getInt( enemyindex, CHAR_EXP );
				enemylevel = CHAR_getInt( enemyindex, CHAR_LV );
				for( k = 0; charaindex[k] != -1; k ++ ){
					int nowexp, b_level;
					int ridepet;
					b_level = CHAR_getInt( charaindex[k], CHAR_LV ) - enemylevel;
					if( b_level <= EXPGET_MAXLEVEL ){//如 人物大怪物5以下 或怪物大於人物
						nowexp = exp;
					}else{//如果人物大於怪物5以上
						b_level = EXPGET_MAXLEVEL+EXPGET_DIV - b_level;
						if( b_level > EXPGET_DIV ) b_level = EXPGET_DIV;
						if( b_level <= 0 ){
							nowexp = 1;
						}else{
							nowexp = exp * b_level / EXPGET_DIV;
						}
						if( nowexp < 1 ) nowexp = 1;
					}
					CHAR_setWorkInt( charaindex[k], CHAR_WORKGETEXP,
						CHAR_getWorkInt( charaindex[k], CHAR_WORKGETEXP ) + nowexp );
					CHAR_setInt( charaindex[k], CHAR_KILLPETCOUNT,
						CHAR_getInt( charaindex[k], CHAR_KILLPETCOUNT ) + 1 );
					ridepet = BATTLE_getRidePet( charaindex[k] );
					//andy_edit
					if( CHAR_CHECKINDEX( ridepet) ){
						int nowexp, b_level;
						b_level = CHAR_getInt( ridepet, CHAR_LV ) - enemylevel;
						if( b_level <= EXPGET_MAXLEVEL ){
						nowexp = exp;
						}else{
							b_level = EXPGET_MAXLEVEL+EXPGET_DIV - b_level;
							if( b_level > EXPGET_DIV ) b_level = EXPGET_DIV;
							if( b_level <= 0 ){
							nowexp = 1;
							}else{
								nowexp = exp * b_level / EXPGET_DIV;
							}
							if( nowexp < 1 ) nowexp = 1;
						}
						nowexp *= 0.6;
						CHAR_setWorkInt( ridepet, CHAR_WORKGETEXP,
							CHAR_getWorkInt( ridepet, CHAR_WORKGETEXP ) + nowexp );
						CHAR_setInt( ridepet, CHAR_KILLPETCOUNT,
							CHAR_getInt( ridepet, CHAR_KILLPETCOUNT ) + 1 );
					}
					if( BattleArray[battleindex].norisk == 0
					&&  CHAR_getInt( charaindex[k], CHAR_WHICHTYPE ) == CHAR_TYPEPET){
						if( CHAR_getInt( enemyindex, CHAR_LV ) > CHAR_getInt( charaindex[k], CHAR_LV ) ){
							CHAR_PetAddVariableAi( charaindex[k], AI_FIX_PETGOLDWIN );
						}else{
							CHAR_PetAddVariableAi( charaindex[k], AI_FIX_PETWIN );
						}
					}
				}
				CHAR_setMaxExp( enemyindex, 0);
			}
			CHAR_setFlg( enemyindex, CHAR_ISDIE, 1 );
#ifdef _PET_LIMITLEVEL
			Pet_Check_Die( enemyindex );
#endif
			CHAR_setInt( enemyindex, CHAR_DEADCOUNT,
				CHAR_getInt( enemyindex, CHAR_DEADCOUNT ) + 1 );
			if( pEntryEnemy[i].flg & BENT_FLG_ULTIMATE ){
				BATTLE_UltimateExtra( battleindex, charaindex[0], enemyindex );
			}else{
				BATTLE_NormalDeadExtra( battleindex, charaindex[0], enemyindex );
			}
		}
	}
	return 0;
}

#ifdef _PET_LIMITLEVEL
void Pet_Check_Die( int petindex )
{

	int LevelUpPoint;
	int vital, str, tgh, dex;
	float modai;

#define RAND(x,y)   ((x-1)+1+ (int)( (double)(y-(x-1))*rand()/(RAND_MAX+1.0)) )
			//玛宠死亡  扣基本属性及忠诚
			if( CHAR_getInt( petindex, CHAR_PETID) == 718 )	{
				LevelUpPoint = CHAR_getInt( petindex, CHAR_ALLOCPOINT );
				vital = (( LevelUpPoint >> 24 ) & 0xff);
				str = (( LevelUpPoint >> 16 ) & 0xff);
				tgh = (( LevelUpPoint >> 8 ) & 0xff);
				dex = (( LevelUpPoint >> 0 ) & 0xff);
//			enemyindex = pEntryEnemy[i].charaindex;

				print("\n lvup <<%d %d %d %d>>", vital, str, tgh, dex );

				vital = vital - RAND( 1, 8);
				str = str - RAND( 1, 4);
				tgh = tgh - RAND( 1, 4);
				dex = dex - RAND( 1, 4);
				print("\n lvup <<%d %d %d %d>>", vital, str, tgh, dex );

				if( vital < 0 ) vital = 0;
				if( str < 0 ) str = 0;
				if( tgh < 0 ) tgh = 0;
				if( dex < 0 ) dex = 0;

				if( vital > 50 ) vital = 50;
				if( str > 50 ) str = 50;
				if( tgh > 50 ) tgh = 50;
				if( dex > 50 ) dex = 50;
				LevelUpPoint = ( vital << 24 ) + ( str << 16 ) + ( tgh << 8 ) + ( dex << 0 );
				CHAR_setInt( petindex, CHAR_ALLOCPOINT , LevelUpPoint );
				print("\n lvup <<%d %d %d %d>>", vital, str, tgh, dex );
				modai = CHAR_getInt( petindex, CHAR_MODAI );
				modai = modai - ( (modai * 5) / 100 );
				CHAR_setInt( petindex, CHAR_MODAI, modai);

				LogPetPointChange(
					CHAR_getChar( petindex, CHAR_OWNERCHARANAME),
					CHAR_getChar( petindex, CHAR_OWNERCDKEY),
					CHAR_getChar( petindex, CHAR_NAME),
					petindex, 2,
					CHAR_getInt( petindex, CHAR_LV),
					"battle_die(战斗死亡)",
					CHAR_getInt( petindex,CHAR_FLOOR),
					0,
					0
				);
			}
	return;

}
#endif

int BATTLE_AddProfit( int battleindex,	int *pBidList)
{
	if( BATTLE_CHECKINDEX( battleindex ) == FALSE )return BATTLE_ERR_BATTLEINDEX;

	if(	BattleArray[battleindex].dpbattle == 1 ){
		return BATTLE_AddDuelPoint( battleindex, pBidList );
	}else{
		return BATTLE_AddExpItem( battleindex, pBidList );
	}

}

int BATTLE_TargetCheck(
	int battleindex,
	int defNo
)
{
	int	defindex = BATTLE_No2Index( battleindex, defNo );

	if( CHAR_CHECKINDEX( defindex ) == FALSE
		||	CHAR_getWorkInt( defindex, CHAR_WORKBATTLEMODE ) == 0
		||	CHAR_getFlg( defindex, CHAR_ISDIE ) == TRUE
		||	CHAR_getInt( defindex, CHAR_HP ) <= 0
		||	CHAR_getFlg( defindex, CHAR_ISATTACKED ) == FALSE
		||  CHAR_getWorkInt( defindex, CHAR_WORKBATTLEMODE ) == BATTLE_CHARMODE_RESCUE
		){
		return FALSE;
	}
	return TRUE;
}

int BATTLE_TargetCheckDead(
	int battleindex,
	int defNo
)
{
	int	defindex = BATTLE_No2Index( battleindex, defNo );
	if( CHAR_CHECKINDEX( defindex ) == FALSE
		||	CHAR_getWorkInt( defindex, CHAR_WORKBATTLEMODE ) == 0
		||  CHAR_getWorkInt( defindex, CHAR_WORKBATTLEMODE ) == BATTLE_CHARMODE_RESCUE
		||	CHAR_getFlg( defindex, CHAR_ISATTACKED ) == FALSE
		||	CHAR_getFlg( defindex, CHAR_ISDIE ) == FALSE ){
		//BATTLE_CHARMODE_RESCUE 5
		print("\n [ %d, %d, %d, %d]",
			CHAR_getWorkInt( defindex, CHAR_WORKBATTLEMODE ),
			CHAR_getWorkInt( defindex, CHAR_WORKBATTLEMODE ),
			CHAR_getFlg( defindex, CHAR_ISATTACKED ),
			CHAR_getFlg( defindex, CHAR_ISDIE ));
		return FALSE;
	}
	return TRUE;
}




int BATTLE_TargetAdjust( int battleindex, int charaindex, int myside )
{
	int defNo;

	defNo = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM2 );

	if( BATTLE_TargetCheck( battleindex, defNo ) == FALSE ){
		defNo = BATTLE_DefaultAttacker( battleindex, 1 - myside );
	}

	CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM2, defNo );

	return defNo;
}

void Compute_Down( int charaindex, int rideindex, int *down1, int *down2, int flg)
{
	int hp=0, pethp=0;
	int downs = 0;

	*down1 = 0;
	*down2 = 0;
	//人物
	downs =
		CHAR_getInt( charaindex, CHAR_VITAL )
		+ CHAR_getInt( charaindex, CHAR_STR )
		+ CHAR_getInt( charaindex, CHAR_DEX )
		+ CHAR_getInt( charaindex, CHAR_TOUGH );
	if( (downs = (((downs/100)-20)/4)) < 1  )
		downs = 1;
	hp = CHAR_getInt( charaindex, CHAR_HP );
	if( hp <= downs ) downs = hp - 1;
	if( downs >= 0 ){
		hp = ((hp-downs)<1)?1:(hp-downs);
		CHAR_setInt( charaindex, CHAR_HP, hp );
		*down1 = downs;
	}
	if( flg == -1 )	{
	}else	{//骑乘宠物
		if( !CHAR_CHECKINDEX( rideindex)) return;
		downs =
				CHAR_getInt( rideindex, CHAR_VITAL )
				+ CHAR_getInt( rideindex, CHAR_STR )
				+ CHAR_getInt( rideindex, CHAR_DEX )
				+ CHAR_getInt( rideindex, CHAR_TOUGH );
		if( (downs = (((downs/100)-20)/4)) < 1 )
			downs = 1;
		pethp = CHAR_getInt( rideindex, CHAR_HP );
		if( pethp <= downs ) downs = pethp - 1;
		if( downs >= 0 ){
			pethp = ((pethp-downs)<1)?1:(pethp-downs);

			CHAR_setInt( rideindex, CHAR_HP, pethp);
			*down2 = downs;
		}
	}
}

#ifdef _PET_SKILL_SARS				// WON ADD 毒煞蔓延
void Compute_Down_SARS( int charaindex, int rideindex, int *down1, int *down2, int flg)
{
	int hp=0, pethp=0;
	int downs = 0;

	*down1 = 0;
	*down2 = 0;
	//人物
/*
	downs =
		CHAR_getInt( charaindex, CHAR_VITAL )
		+ CHAR_getInt( charaindex, CHAR_STR )
		+ CHAR_getInt( charaindex, CHAR_DEX )
		+ CHAR_getInt( charaindex, CHAR_TOUGH );
	if( (downs = (((downs/100)-20)/4)) < 1  )
		downs = 1;
*/

	hp = CHAR_getInt( charaindex, CHAR_HP );
	downs = hp * 10 / 100;

	if( hp <= downs ) downs = hp - 1;
	if( downs >= 0 ){
		hp = ((hp-downs)<1)?1:(hp-downs);
		CHAR_setInt( charaindex, CHAR_HP, hp );
		*down1 = downs;
	}
	if( flg == -1 )	{
	}else	{//骑乘宠物
		if( !CHAR_CHECKINDEX( rideindex)) return;
		downs =
				CHAR_getInt( rideindex, CHAR_VITAL )
				+ CHAR_getInt( rideindex, CHAR_STR )
				+ CHAR_getInt( rideindex, CHAR_DEX )
				+ CHAR_getInt( rideindex, CHAR_TOUGH );
		if( (downs = (((downs/100)-20)/4)) < 1 )
			downs = 1;
		pethp = CHAR_getInt( rideindex, CHAR_HP );
		if( pethp <= downs ) downs = pethp - 1;
		if( downs >= 0 ){
			pethp = ((pethp-downs)<1)?1:(pethp-downs);

			CHAR_setInt( rideindex, CHAR_HP, pethp);
			*down2 = downs;
		}
	}
}
#endif

#ifdef _PROFESSION_ADDSKILL
void WorkIceCrackPlay(int charaindex, int cnt, int workicecracknum )
{
	char szBuffer[256]="";
	int i,value=0;
	int battleindex = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEINDEX );
	int defNo = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM2 );//defNo = BATTLE_Index2No( battleindex, charaindex );
	int ridepet = BATTLE_getRidePet( charaindex );
	int bid = BATTLE_Index2No( battleindex, charaindex );
	value = CHAR_getWorkInt( charaindex, workicecracknum );

	if( cnt <= 0  && value > 0 ){
		int damage=0, petdamage=0;

		int ToList[SIDE_OFFSET*2+1];
		memset( ToList, -1, sizeof( ToList));
		BATTLE_MultiList( battleindex, TARGET_SIDE_1, ToList );
		// 将魔法参数代入动画
		analysis_profession_parameter( 2, 4, defNo, charaindex );
		PROFESSION_MAGIC_ATTAIC_Effect( battleindex, bid, ToList, 2);

		if( defNo == 20 || defNo == 25 || defNo == 26 )//右
			bid = 0;
		else
			bid = 10;


		for( i = bid ; i < bid+10 ; i++ ) {
			int defType, charaidx, petidx;
			charaidx = BATTLE_No2Index( battleindex , i);
			if( CHAR_CHECKINDEX( charaidx ) ){
				if( CHAR_getInt( charaidx, CHAR_HP ) > 0 ){
					int hp,pethp = 0;
					petidx  = BATTLE_getRidePet( charaidx );
					defType = CHAR_getInt(charaidx, CHAR_WHICHTYPE);
					CHAR_setWorkInt( charaidx, workicecracknum, 0 );

					damage = value;

					hp = CHAR_getInt( charaidx, CHAR_HP );
					if( petidx == -1 ) {
						hp -= damage;
						if( hp < 0 ) hp = 0;
					}else {
						int defquick=0, petquick=0, playerdamage=0;
						pethp = CHAR_getInt( petidx, CHAR_HP );
						defquick = CHAR_getWorkInt( charaidx, CHAR_WORKDEFENCEPOWER );
						petquick = CHAR_getWorkInt( petidx, CHAR_WORKDEFENCEPOWER );
						if( pethp > 0 ){
							playerdamage = (damage*petquick)/(defquick+petquick) +1;
							petdamage = damage - playerdamage +1 ;
							hp -= playerdamage;
							pethp -= petdamage;
						}else{
							hp -= damage;
						}
						if( hp < 0 ) hp = 0;
						if( pethp < 0 ) pethp = 0;
						CHAR_setInt( petidx, CHAR_HP, pethp );
					}

					CHAR_setInt( charaidx, CHAR_HP, hp );

					if( hp <= 0 ){
						CHAR_setFlg( charaidx, CHAR_ISDIE, 1 );
						CHAR_setWorkInt( charaidx, CHAR_WORKBATTLECOM1, BATTLE_COM_NONE );
					}
					if( pethp <= 0 ){
						CHAR_setFlg( petidx, CHAR_ISDIE, 1 );
						CHAR_setWorkInt( ridepet, CHAR_WORKBATTLECOM1, BATTLE_COM_NONE );
					}


					if( damage >= 0 ){
						sprintf( szBuffer , "%X|%X|%X|%X|" , i , i ,(int)(damage) , (int)(petdamage));
						BATTLESTR_ADD( szBuffer );
					}
					if( petidx != -1 && petdamage >= 0 ){

					}
				}
			}
		}
		sprintf( szBuffer , "%X|" , 0x5711438 );
		BATTLESTR_ADD( szBuffer );
	}
}
#endif

static int BATTLE_StatusSeq( int charaindex )
{
	int cnt, i, bid, battleindex, down;
	char szBuffer[256]="";
#ifdef _MAGIC_DEEPPOISON
    int defNo,defindex=0;
	char szCommand[1024];
#endif
	int ridepet = BATTLE_getRidePet( charaindex );
	int hp=0, pethp=0;


	battleindex = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEINDEX );

#ifdef _MAGIC_DEEPPOISON
	defNo = BATTLE_Index2No( battleindex, charaindex );
	defindex = BATTLE_No2Index( battleindex, defNo );
#endif
	bid = BATTLE_Index2No( battleindex, charaindex );
	if( BATTLE_CanMoveCheck( charaindex )  == FALSE ){
		CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM1, BATTLE_COM_NONE );
	}

	for( i = 1; i < BATTLE_ST_END; i++ ){
    	if( ( cnt = CHAR_getWorkInt( charaindex, StatusTbl[i] )) <= 0 )continue;
		CHAR_setWorkInt( charaindex, StatusTbl[i], --cnt );
#ifdef _MAGIC_WEAKEN      //   虚弱
		if(CHAR_getWorkInt(charaindex,CHAR_WORKWEAKEN) > 0)
			CHAR_setWorkInt( charaindex, StatusTbl[i], cnt+1 );
#endif
#ifdef _MAGIC_BARRIER// vincent  精灵:魔障
		if(CHAR_getWorkInt(charaindex,CHAR_WORKBARRIER) > 0)
			CHAR_setWorkInt( charaindex, StatusTbl[i], cnt+1 );
#endif


#ifdef _PROFESSION_SKILL			// WON ADD 人物职业技能
		if( cnt <= 0 && ( StatusTbl[i] != CHAR_WORKICECRACK )
#ifdef _PROFESSION_ADDSKILL
			&& ( StatusTbl[i] != CHAR_WORKICECRACK2 )
			&& ( StatusTbl[i] != CHAR_WORKICECRACK3 )
			&& ( StatusTbl[i] != CHAR_WORKICECRACK4 )
			&& ( StatusTbl[i] != CHAR_WORKICECRACK5 )
			&& ( StatusTbl[i] != CHAR_WORKICECRACK6 )
			&& ( StatusTbl[i] != CHAR_WORKICECRACK7 )
			&& ( StatusTbl[i] != CHAR_WORKICECRACK8 )
			&& ( StatusTbl[i] != CHAR_WORKICECRACK9 )
			&& ( StatusTbl[i] != CHAR_WORKICECRACK10 )
#endif
			){	// 冰爆术
#else
		if( cnt <= 0 ){
#endif
			BATTLE_BadStatusString( bid, 0 );
			//snprintf( szBuffer, sizeof( szBuffer ), "(%s)将(%s)修理完毕。",
			//	CHAR_getUseName( charaindex ), aszStatusFull[i] );
			//	BATTLE_BroadCast( battleindex, szBuffer,
			//		(bid >= 10)? CHAR_COLORGRAY : CHAR_COLORPURPLE ) ;
//Terry del
//				sprintf( szBuffer, "BM|%X|%X|", bid, 0 );
//				BATTLESTR_ADD( szBuffer );
#ifdef _MAGIC_NOCAST
			if( StatusTbl[i] == CHAR_WORKNOCAST ){
			lssproto_NC_send( getfdFromCharaIndex( charaindex ), 0);//复原
			}
#endif
			if( StatusTbl[i] == CHAR_WORKDRUNK ){
				if( ridepet != -1 ){
					CHAR_setWorkInt( charaindex, CHAR_WORKQUICK,
						CHAR_getWorkInt( charaindex, CHAR_WORKQUICK )
						+ CHAR_getWorkInt( ridepet, CHAR_WORKQUICK ) );
				}else{
					CHAR_setWorkInt( charaindex, CHAR_WORKQUICK,
						CHAR_getWorkInt( charaindex, CHAR_WORKQUICK ) * 2 );
				}
			}
			continue;
		}

		switch( StatusTbl[i] ){

		case CHAR_WORKPOISON:
			{
				int petdown=-1;
				Compute_Down( charaindex, ridepet, &down, &petdown, ridepet);
				if( down >= 0 ){
						//snprintf( szBuffer, sizeof( szBuffer ),
						//	"(%s)因(%s)受到(%d)的损伤。",
						//	CHAR_getUseName( charaindex ),
						//	aszStatusFull[i],
						//	down );
						//BATTLE_BroadCast( battleindex, szBuffer,
						//	(bid >= 10)? CHAR_COLORGRAY : CHAR_COLORPURPLE ) ;

#ifdef _NOTRIDE_
						sprintf( szBuffer, "BD|r%X|0|0|%X|", bid, (int)(down) );
						BATTLESTR_ADD( szBuffer );
#else
						sprintf( szBuffer, "BD|r%X|0|0|%X|p%X|", bid, (int)(down), (int)(petdown) );
						BATTLESTR_ADD( szBuffer );
#endif
				}
				if( ridepet != -1 && petdown >= 0 ){
					//snprintf( szBuffer, sizeof( szBuffer ),
					//	"(%s的骑宠)因(%s)受到(%d)的损伤。",
					//	CHAR_getUseName( charaindex ),
					//	aszStatusFull[i], petdown );
					//BATTLE_BroadCast( battleindex, szBuffer,
					//	(bid >= 10)? CHAR_COLORGRAY : CHAR_COLORPURPLE ) ;
				}
			}
			break;
#ifdef _MAGIC_DEEPPOISON
			case CHAR_WORKDEEPPOISON:
				if(CHAR_getInt( defindex, CHAR_HP ) <= 1){
					snprintf( szCommand, sizeof( szCommand ),"Bd|a%X|r%X|f%X|d%X|p%X|FF|",defNo,defNo,BCF_NORMAL,1, 0 );
					BATTLESTR_ADD( szCommand );
					CHAR_setInt( defindex, CHAR_HP,0);
					CHAR_setWorkInt( defindex, CHAR_WORKBATTLECOM1, BATTLE_COM_NONE );
					CHAR_setFlg( defindex, CHAR_ISDIE, 1 );
					break;
				}

				if(CHAR_getWorkInt( defindex, CHAR_WORKDEEPPOISON) <= 1){
					snprintf( szCommand, sizeof( szCommand ),"Bd|a%X|r%X|f%X|d%X|p%X|FF|",defNo,defNo,BCF_NORMAL,CHAR_getInt( charaindex, CHAR_HP), 0 );
					BATTLESTR_ADD( szCommand );
					CHAR_setInt( defindex, CHAR_HP,0);
					CHAR_setFlg( defindex, CHAR_ISDIE, 1 );
					CHAR_setWorkInt( defindex, CHAR_WORKBATTLECOM1, BATTLE_COM_NONE );
					sprintf(szBuffer, "%s身中剧毒未解而阵亡了!!", CHAR_getChar( defindex, CHAR_NAME ));
					if( CHAR_getInt( defindex, CHAR_WHICHTYPE ) == CHAR_TYPEPET ){
						CHAR_talkToCli( CHAR_getWorkInt(defindex, CHAR_WORKPLAYERINDEX), -1, szBuffer, CHAR_COLORYELLOW);
					}else{
						CHAR_talkToCli( defindex, -1, szBuffer, CHAR_COLORYELLOW);
					}
					break;
				}
				if( ridepet == -1 ){// Robin 0728 ride Pet
					down =
						CHAR_getInt( charaindex, CHAR_VITAL )
						+ CHAR_getInt( charaindex, CHAR_STR )
						+ CHAR_getInt( charaindex, CHAR_DEX )
						+ CHAR_getInt( charaindex, CHAR_TOUGH );
					down = ( down / 100 - 20 ) / 4;
					if( down < 1 ) down = 1;
					hp = CHAR_getInt( charaindex, CHAR_HP );
					if( hp <= down ) down = hp - 1;
					if( down >= 0 ){
						CHAR_setInt( charaindex, CHAR_HP, hp - down );
						//snprintf( szBuffer, sizeof( szBuffer ),
						//	"(%s)因(%s)受到(%d)的损伤。",
						//	CHAR_getUseName( charaindex ),
						//	aszStatusFull[i],
						//	down );
						//BATTLE_BroadCast( battleindex, szBuffer,
						//	(bid >= 10)? CHAR_COLORGRAY : CHAR_COLORPURPLE ) ;
#ifdef _NOTRIDE_
						sprintf( szBuffer, "BD|r%X|0|0|%X|", bid, (int)(down) );
						BATTLESTR_ADD( szBuffer );
#else
						sprintf( szBuffer, "BD|r%X|0|0|%X|p%X|", bid, (int)(down), 0 );
						BATTLESTR_ADD( szBuffer );
#endif
					}
		 			break;
				}else  {
				int petdown;
					down =
						CHAR_getInt( charaindex, CHAR_VITAL )
						+ CHAR_getInt( charaindex, CHAR_STR )
						+ CHAR_getInt( charaindex, CHAR_DEX )
						+ CHAR_getInt( charaindex, CHAR_TOUGH );
					petdown =
						CHAR_getInt( ridepet, CHAR_VITAL )
						+ CHAR_getInt( ridepet, CHAR_STR )
						+ CHAR_getInt( ridepet, CHAR_DEX )
						+ CHAR_getInt( ridepet, CHAR_TOUGH );
						down = ( down / 100 - 20 ) / 4;
						petdown = ( petdown / 100 - 20 ) /4;
						if( down < 1 ) down = 1;
						if( petdown < 1 ) petdown = 1;
						hp = CHAR_getInt( charaindex, CHAR_HP );
						pethp = CHAR_getInt( ridepet, CHAR_HP );
						if( hp <= down ) down = hp - 1;
						if( pethp <= petdown ) petdown = pethp - 1;
						if( down >= 0 ){
							CHAR_setInt( charaindex, CHAR_HP, hp - down );
							//snprintf( szBuffer, sizeof( szBuffer ),
							//	"(%s)因(%s)受到(%d)的损伤。",
							//	CHAR_getUseName( charaindex ),
							//	aszStatusFull[i],
							//	down );
							//BATTLE_BroadCast( battleindex, szBuffer,
							//	(bid >= 10)? CHAR_COLORGRAY : CHAR_COLORPURPLE ) ;
	#ifdef _NOTRIDE_
							sprintf( szBuffer, "BD|r%X|0|0|%X|", bid, (int)(down) );
							BATTLESTR_ADD( szBuffer );
	#else
							sprintf( szBuffer, "BD|r%X|0|0|%X|p%X|", bid, (int)(down), (int)(petdown) );
							BATTLESTR_ADD( szBuffer );
	#endif
						}
						if( petdown >= 0 ){
							CHAR_setInt( ridepet, CHAR_HP, pethp - petdown );
							//snprintf( szBuffer, sizeof( szBuffer ),
							//	"(%s的骑宠)因(%s)受到(%d)的损伤。",
							//	CHAR_getUseName( charaindex ),
							//	aszStatusFull[i],
							//	petdown );
							//BATTLE_BroadCast( battleindex, szBuffer,
							//	(bid >= 10)? CHAR_COLORGRAY : CHAR_COLORPURPLE ) ;
						}
						break;
					}
#endif
#ifdef _MAGIC_NOCAST             // 精灵:沉默
  			case CHAR_WORKNOCAST:
				lssproto_NC_send( getfdFromCharaIndex( charaindex ), 1);//沉默
				break;
#endif
			case CHAR_WORKCONFUSION:
				{ int side, pos, defNo, lop;
					if( RAND( 1, 100 ) > 80 ){
					break;
					}
					CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM1, BATTLE_COM_ATTACK );
					side = RAND( 0, 1 );
					pos = RAND( 0, 9 );
					for( lop = 0; lop < SIDE_OFFSET; lop ++ ){
						if( ++pos >= SIDE_OFFSET )pos = 0;
						defNo = side * SIDE_OFFSET + pos;
						if( defNo == bid ) continue;
						if( BATTLE_TargetCheck( battleindex, defNo ) == TRUE ){
							CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM2, defNo );
							break;
						}
					}
					if( lop >= SIDE_OFFSET ){
						CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM2, -1 );
					}
				}
				break;
#ifdef _PROFESSION_ADDSKILL
			case CHAR_WORKANNEX://附身术
            { int side, pos, defNo, lop;


					CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM1, BATTLE_COM_ATTACK );
					side = RAND( 0, 1 );
					pos = RAND( 0, 9 );
					for( lop = 0; lop < SIDE_OFFSET; lop ++ ){
						if( ++pos >= SIDE_OFFSET )pos = 0;
						defNo = side * SIDE_OFFSET + pos;
						if( defNo == bid ) continue;
						if( BATTLE_TargetCheck( battleindex, defNo ) == TRUE ){
							CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM2, defNo );
							break;
						}
					}
					if( lop >= SIDE_OFFSET ){
						CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM2, -1 );
					}

				}
				break;
#endif
			case CHAR_WORKDRUNK:
				break;

#ifdef _PROFESSION_SKILL			// WON ADD 人物职业技能
			case CHAR_WORKOBLIVION:			// 遗忘
				{
					// 恢复技能
					if( cnt <= 1 ){
						int defNo = BATTLE_Index2No( battleindex, charaindex );
						int toNo = defNo - 5;
						int toNoindex = -1, pet_no = -1;
						char msg[20];

						memset( msg, -1, sizeof(msg) );

						// 主人index
						toNoindex = BATTLE_No2Index( battleindex, toNo );
						CHAR_setWorkInt(charaindex, StatusTbl[BATTLE_ST_OBLIVION], 0 );

						// 宠物编号
						pet_no = CHAR_getInt( toNoindex, CHAR_DEFAULTPET );
						sprintf( msg, "W%d", pet_no );

						CHAR_sendStatusString( toNoindex, msg );


						BATTLE_BadStatusString( bid, 0 );
						sprintf( szBuffer, "BM|%X|%X|", bid, 0 );
						BATTLESTR_ADD( szBuffer );
					}
					break;
				}
			case CHAR_WORK_F_ENCLOSE:						 // 火附体
				{
					int ToList[SIDE_OFFSET*2+1];
					int defNo = BATTLE_Index2No( battleindex, charaindex );
					int old_hp = CHAR_getInt( charaindex, CHAR_HP );
					int dec_hp = 0, hp = 0;
					int DAMAGE = 50;

					memset( ToList, -1, sizeof( ToList));
					BATTLE_MultiList( battleindex, defNo, ToList );
					BATTLE_MagicEffect( battleindex, defNo, ToList, 101699, 101699 );

					// 取魔法伤害值
					DAMAGE = DAMAGE * cnt;
#ifdef _PROFESSION_ADDSKILL
    				dec_hp = PROFESSION_MAGIC_GET_DAMAGE( charaindex, charaindex, 1, DAMAGE, 0);
#else
					dec_hp = PROFESSION_MAGIC_GET_DAMAGE( charaindex, charaindex, 1, DAMAGE );
#endif
					hp = old_hp - dec_hp;

					if( hp <= 0 ){
						CHAR_setInt( charaindex, CHAR_HP, 0 );
						CHAR_setFlg( charaindex, CHAR_ISDIE, 1 );
						CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM1, BATTLE_COM_NONE );
					}else{
						CHAR_setInt( charaindex, CHAR_HP, hp );
					}

					sprintf( szCommand, "BD|r%X|0|0|%X|", defNo, dec_hp );
					BATTLESTR_ADD( szCommand );

					break;
				}
			case CHAR_WORK_I_ENCLOSE:						 // 冰附体
				{
					int old_dex = CHAR_getInt( charaindex, CHAR_DEX );
					int dex = 0;
					int ToList[SIDE_OFFSET*2+1];
					int defNo = BATTLE_Index2No( battleindex, charaindex );

					memset( ToList, -1, sizeof( ToList));
					BATTLE_MultiList( battleindex, defNo, ToList );
					BATTLE_MagicEffect( battleindex, defNo, ToList, 27692, 101700 );

					dex = old_dex * 0.9;
					CHAR_setWorkInt(charaindex,CHAR_WORKFIXDEX, dex );
					sprintf( szCommand, "BD|r%X|0|6|%X|", defNo, (-1) * (int)((old_dex * 0.1) / 100) );
					BATTLESTR_ADD( szCommand );

					break;
				}
			case CHAR_WORKRESIST_F:							// 火抗性提升
				{
					// 恢复抗性
					if( cnt <= 1 ){
						int add_value = 0;
						int old_value = 0;
						old_value = CHAR_getWorkInt( charaindex, CHAR_WORK_F_RESIST );
						add_value = CHAR_getWorkInt( charaindex, CHAR_WORKMODRESIST_F );

						CHAR_setWorkInt( charaindex, CHAR_WORK_F_RESIST, old_value - add_value );
						CHAR_talkToCli( charaindex, -1 , "火抗性恢复" , CHAR_COLORYELLOW );
					}
					break;
				}
			case CHAR_WORKRESIST_I:							// 冰抗性提升
				{
					// 恢复抗性
					if( cnt <= 1 ){
						int add_value = 0;
						int old_value = 0;
						old_value = CHAR_getWorkInt( charaindex, CHAR_WORK_I_RESIST );
						add_value = CHAR_getWorkInt( charaindex, CHAR_WORKMODRESIST_I );

						CHAR_setWorkInt( charaindex, CHAR_WORK_I_RESIST, old_value - add_value );
						CHAR_talkToCli( charaindex, -1 , "冰抗性恢复" , CHAR_COLORYELLOW );
					}

					break;
				}
			case CHAR_WORKRESIST_T:							// 雷抗性提升
				{
					// 恢复抗性
					if( cnt <= 1 ){
						int add_value = 0;
						int old_value = 0;
						old_value = CHAR_getWorkInt( charaindex, CHAR_WORK_T_RESIST );
						add_value = CHAR_getWorkInt( charaindex, CHAR_WORKMODRESIST_T );

						CHAR_setWorkInt( charaindex, CHAR_WORK_T_RESIST, old_value - add_value );
						CHAR_talkToCli( charaindex, -1 , "雷抗性恢复" , CHAR_COLORYELLOW );
					}

					break;
				}
#ifdef _PROFESSION_ADDSKILL
/*            case CHAR_WORKERSIST_F_I_T:     // 提升火冰雷抗性
				{
					// 恢复抗性
					if( cnt <= 1 ){
						int add_value = 0;
						int old_value = 0;
						old_value = CHAR_getWorkInt( charaindex, CHAR_WORK_F_RESIST );
						add_value = CHAR_getWorkInt( charaindex, CHAR_WORKMODRESIST_F );
						CHAR_setWorkInt( charaindex, CHAR_WORK_F_RESIST, old_value - add_value );
						CHAR_talkToCli( charaindex, -1 , "火抗性恢复" , CHAR_COLORYELLOW );

						old_value = CHAR_getWorkInt( charaindex, CHAR_WORK_I_RESIST );
						add_value = CHAR_getWorkInt( charaindex, CHAR_WORKMODRESIST_I );
						CHAR_setWorkInt( charaindex, CHAR_WORK_I_RESIST, old_value - add_value );
						CHAR_talkToCli( charaindex, -1 , "冰抗性恢复" , CHAR_COLORYELLOW );

						old_value = CHAR_getWorkInt( charaindex, CHAR_WORK_T_RESIST );
						add_value = CHAR_getWorkInt( charaindex, CHAR_WORKMODRESIST_T );
						CHAR_setWorkInt( charaindex, CHAR_WORK_T_RESIST, old_value - add_value );
						CHAR_talkToCli( charaindex, -1 , "雷抗性恢复" , CHAR_COLORYELLOW );
					}

					break;
				}*/
			case CHAR_WORKFEAR:
				if( cnt <= 0 )
					CHAR_talkToCli( charaindex, -1 , "攻、防、敏恢复" , CHAR_COLORYELLOW );
				break;
#endif
			case CHAR_WORKINSTIGATE:						// 挑拨
				{
					int side, pos, defNo, lop, rate=0;
					if( RAND( 1, 100 ) > 80 ){
					break;
					}
					CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM1, BATTLE_COM_ATTACK );
					side = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLESIDE );

					rate = CHAR_getWorkInt( charaindex, CHAR_WORKMODINSTIGATE);

					CHAR_setWorkInt( charaindex, CHAR_WORKFIXSTR, (CHAR_getWorkInt( charaindex, CHAR_WORKFIXSTR) * (100 - rate) /100 ));
					CHAR_setWorkInt( charaindex, CHAR_WORKFIXTOUGH, (CHAR_getWorkInt( charaindex, CHAR_WORKFIXTOUGH) * (100 - rate) /100 ));
					CHAR_setWorkInt( charaindex, CHAR_WORKFIXDEX, (CHAR_getWorkInt( charaindex, CHAR_WORKFIXDEX) * (100 - rate) /100 ));

					pos = RAND( 0, 9 );
					for( lop = 0; lop < SIDE_OFFSET; lop ++ ){
						if( ++pos >= SIDE_OFFSET )pos = 0;
						defNo = side * SIDE_OFFSET + pos;
						if( defNo == bid ) continue;
						if( BATTLE_TargetCheck( battleindex, defNo ) == TRUE ){
							CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM2, defNo );
							break;
						}
					}
					if( lop >= SIDE_OFFSET ){
						CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM2, -1 );
					}
					break;
				}
/*
			case CHAR_WORK_FOCUS:							// 专注战斗
				{
					if( cnt <= 1 ){
						int atk_to_index = CHAR_getWorkInt( charaindex, CHAR_WORKMOD_FOCUS );
						int atk_to_no = BATTLE_Index2No( battleindex, atk_to_index );

						if( BATTLE_TargetCheck( battleindex, atk_to_no ) != TRUE )	break;

						CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM1, BATTLE_COM_ATTACK );
						CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM2, atk_to_no );
						CHAR_setWorkInt( charaindex, CHAR_WORKBATTLEMODE, BATTLE_CHARMODE_C_OK );
						CHAR_SETWORKINT_LOW( charaindex, CHAR_WORKBATTLECOM3, 1 );
					}
					break;
				}
*/
			case CHAR_WORKSIGN:								// 一针见血
				{
					// 吸血
					int skill_level = CHAR_getWorkInt( charaindex, CHAR_WORKMODSIGN );
					int old_hp = CHAR_getInt( charaindex, CHAR_HP );
					int old_mp = CHAR_getInt( charaindex, CHAR_MP );
					int to_index = CHAR_getWorkInt( charaindex, CHAR_WORKSIGNID );
					int to_old_hp = CHAR_getInt( to_index, CHAR_HP );
					int to_old_mp = CHAR_getInt( to_index, CHAR_MP );
					int dec_hp=0, dec_mp=0, rate=0, hp=0, mp=0, add_hp=0, add_mp=0;

					if( old_hp <= 0 ) break;

#ifdef _PROFESSION_ADDSKILL
                    if( skill_level >= 10 ){
						dec_hp = 200;
						dec_mp = 30;
					}else if( skill_level > 6 ){
						dec_hp = 150;
						dec_mp = 20;
					}else if( skill_level > 3 ){
						dec_hp = 100;
						dec_mp = 15;
					}else{
						dec_hp = 50;
						dec_mp = 10;
					}
					// 增加hp
					if( skill_level > 8 )			rate = 100;
					else if( skill_level > 7 )		rate = 50;
					else							rate = 0;
					add_hp = dec_hp * rate / 100;

					// 增加mp
					if( skill_level > 8 )			rate = 100;
					else							rate = 0;
					add_mp = dec_mp * rate / 100;

#else
					if( skill_level >= 10 ){
						dec_hp = 300;
						dec_mp = 70;
					}else if( skill_level >= 9 ){
						dec_hp = 200;
						dec_mp = 50;
					}else if( skill_level >= 7 ){
						dec_hp = 150;
						dec_mp = 30;
					}else if( skill_level >= 4 ){
						dec_hp = 100;
						dec_mp = 20;
					}else{
						dec_hp = 50;
						dec_mp = 10;
					}
					// 增加hp
					if( skill_level >= 9 )			rate = 80;
					else if( skill_level >= 7 )		rate = (skill_level - 1 ) * 10;
					else if( skill_level >= 4 )		rate = (skill_level - 2 ) * 10;
					else							rate = skill_level * 10;
					add_hp = dec_hp * rate / 100;

					// 增加mp
					if( skill_level >= 9 )			rate = 100;
					else if( skill_level >= 7 )		rate = (skill_level - 1 ) * 10;
					else if( skill_level >= 4 )		rate = (skill_level - 2 ) * 10;
					else							rate = skill_level * 10;
					add_mp = dec_mp * rate / 100;
#endif

					// 中嗜血蛊的人减 HP
					if( CHAR_getInt( charaindex, CHAR_WHICHTYPE ) == CHAR_TYPEPLAYER ){
						mp = old_mp - dec_mp;
						if( mp < 0 ){
							mp = 0;
							add_mp=0;
						}
						CHAR_setInt(charaindex, CHAR_MP, mp);
					}

					// 中嗜血蛊的人减 HP
					if( ridepet == -1 ) {
						hp = old_hp - dec_hp;
						if( hp < 0 ) hp = 0;
						CHAR_setInt(charaindex, CHAR_HP, hp);
						sprintf( szCommand, "BD|r%X|0|0|%X|m%X|", bid, dec_hp, dec_mp );
					}else{
						int pet_old_hp = CHAR_getInt( ridepet, CHAR_HP );
						int pet_hp=0;

						dec_hp /= 2;
						hp = old_hp - dec_hp;
						pet_hp = pet_old_hp - dec_hp;

						if( hp < 0 ) hp = 0;
						if( pet_hp < 0 ) pet_hp = 0;

						CHAR_setInt(charaindex, CHAR_HP, hp);
						CHAR_setInt(ridepet, CHAR_HP, pet_hp);
						if( pet_hp <= 0 ){
							CHAR_setFlg( ridepet, CHAR_ISDIE, 1 );
							CHAR_setWorkInt( ridepet, CHAR_WORKBATTLECOM1, BATTLE_COM_NONE );
						}
						sprintf( szCommand, "BD|r%X|0|0|%X|m%X|p%X|", bid, dec_hp, dec_mp, dec_hp );
					}

					if( hp <= 0 ){
						CHAR_setFlg( charaindex, CHAR_ISDIE, 1 );
						CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM1, BATTLE_COM_NONE );
					}

					BATTLESTR_ADD( szCommand );

					// 使用嗜血蛊的人加 HP、MP
					if( (add_hp > 0) && (to_old_hp > 0) ){
						int to_bid=0, to_hp=0, to_mp=0;

						to_bid = BATTLE_Index2No( battleindex, to_index );
						sprintf( szCommand, "BD|r%X|0|1|%X|m%X|", to_bid, add_hp, add_mp );
						BATTLESTR_ADD( szCommand );

						to_hp = to_old_hp + add_hp;
						if( to_hp > CHAR_getWorkInt( to_index , CHAR_WORKMAXHP ) )
							to_hp = CHAR_getWorkInt( to_index , CHAR_WORKMAXHP );

						to_mp = to_old_mp + add_mp;
						if( to_mp > CHAR_getWorkInt( to_index , CHAR_WORKMAXMP ) )
							to_mp = CHAR_getWorkInt( to_index , CHAR_WORKMAXMP );

						CHAR_setInt(to_index, CHAR_HP, to_hp);
						CHAR_setInt(to_index, CHAR_MP, to_mp);
					}

					break;
				}
			case CHAR_WORKBLOODWORMS:						// 嗜血蛊
				{
					// 吸血
					int skill_level = CHAR_getWorkInt( charaindex, CHAR_WORKMODBLOODWORMS );
					int old_hp = CHAR_getInt( charaindex, CHAR_HP );
					int to_index = CHAR_getWorkInt( charaindex, CHAR_WORKBLOODWORMSID );
					int to_old_hp = CHAR_getInt( to_index, CHAR_HP );
					int dec_hp=0, rate=0, hp=0, add_hp=0;

					skill_level = PROFESSION_CHANGE_SKILL_LEVEL_M( skill_level );

					if( old_hp <= 0 ) break;

					dec_hp = skill_level * 10 + 30;
					if( skill_level >= 10 )		rate = 20;
					else if( skill_level >= 7 ) rate = 15;
					else if( skill_level >= 5 ) rate = 10;
					else						rate =  5;

					add_hp = dec_hp * rate / 100;

					// 中嗜血蛊的人减 HP
					if( ridepet == -1 ) {
						hp = old_hp - dec_hp;
						if( hp < 0 ) hp = 0;

						CHAR_setInt(charaindex, CHAR_HP, hp);
						sprintf( szCommand, "BD|r%X|0|0|%X|", bid, dec_hp );
					}else{
						int pet_old_hp = CHAR_getInt( ridepet, CHAR_HP );
						int pet_hp=0;

						dec_hp /= 2;
						hp = old_hp - dec_hp;
						pet_hp = pet_old_hp - dec_hp;

						if( hp < 0 ) hp = 0;
						if( pet_hp < 0 ) pet_hp = 0;

						CHAR_setInt(charaindex, CHAR_HP, hp);
						CHAR_setInt(ridepet, CHAR_HP, pet_hp);
						if( pet_hp == 0 ){
							CHAR_setFlg( ridepet, CHAR_ISDIE, 1 );
							CHAR_setWorkInt( ridepet, CHAR_WORKBATTLECOM1, BATTLE_COM_NONE );
						}
						sprintf( szCommand, "BD|r%X|0|0|%X|p%X|", bid, dec_hp, dec_hp );
					}

					if( hp <= 0 ){
						CHAR_setFlg( charaindex, CHAR_ISDIE, 1 );
						CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM1, BATTLE_COM_NONE );
					}

					BATTLESTR_ADD( szCommand );

					// 使用嗜血蛊的人加 HP
					if( (add_hp > 0) && (to_old_hp > 0) ){
						int to_bid=0, to_hp=0;

						to_bid = BATTLE_Index2No( battleindex, to_index );
						sprintf( szCommand, "BD|r%X|0|1|%X|", to_bid, add_hp );
						BATTLESTR_ADD( szCommand );

						to_hp = to_old_hp + add_hp;
						if( to_hp > CHAR_getWorkInt( to_index , CHAR_WORKMAXHP ) )
							to_hp = CHAR_getWorkInt( to_index , CHAR_WORKMAXHP );

						CHAR_setInt(to_index, CHAR_HP, to_hp);
					}

					break;
				}
			case CHAR_WORKICEARROW:		// 冰箭
				{
					// 减敏
					int dec_dex = CHAR_getWorkInt( charaindex, CHAR_WORKMODICEARROW );
					int old_dex = CHAR_getWorkInt( charaindex, CHAR_WORKFIXDEX );
					int dex=0;

					dex =  old_dex * ( 100 - dec_dex ) / 100;
					CHAR_setWorkInt(charaindex,CHAR_WORKFIXDEX, dex);
					sprintf( szCommand, "BD|r%X|0|6|%X|", bid, (-1) * dec_dex );

					BATTLESTR_ADD( szCommand );

					break;
				}
			case CHAR_WORKICECRACK:		// 冰爆术
				{
					int value=0;
					int defNo = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM2 );//defNo = BATTLE_Index2No( battleindex, charaindex );

					value = CHAR_getWorkInt( charaindex, CHAR_WORKMODICECRACK );

					if( cnt <= 0  && value > 0 ){
						int damage=0, petdamage=0;

						int ToList[SIDE_OFFSET*2+1];
						memset( ToList, -1, sizeof( ToList));
						BATTLE_MultiList( battleindex, TARGET_SIDE_1, ToList );
						// 将魔法参数代入动画
						analysis_profession_parameter( 2, 4, defNo, charaindex );
						PROFESSION_MAGIC_ATTAIC_Effect( battleindex, bid, ToList, 2);

						if( defNo == 20 || defNo == 25 || defNo == 26 )//右
							bid = 0;
						else
							bid = 10;


						for( i = bid ; i < bid+10 ; i++ ) {
							int defType, charaidx, petidx;
							charaidx = BATTLE_No2Index( battleindex , i);
							if( CHAR_CHECKINDEX( charaidx ) ){
								if( CHAR_getInt( charaidx, CHAR_HP ) > 0 ){
									petidx  = BATTLE_getRidePet( charaidx );
									defType = CHAR_getInt(charaidx, CHAR_WHICHTYPE);
									CHAR_setWorkInt( charaidx, CHAR_WORKICECRACK, 0 );
						//BATTLE_BadStatusString( bid, 0 );
							//snprintf( szBuffer, sizeof( szBuffer ), "(%s)将(%s)修理完毕。",
							//	CHAR_getUseName( charaindex ), aszStatusFull[i] );
							//	BATTLE_BroadCast( battleindex, szBuffer,
							//	(bid >= 10)? CHAR_COLORGRAY : CHAR_COLORPURPLE ) ;
						//sprintf( szBuffer, "BM|%X|%X|", bid, 0 );
						//BATTLESTR_ADD( szBuffer );

									damage = value;

									hp = CHAR_getInt( charaidx, CHAR_HP );
									if( petidx == -1 ) {
										hp -= damage;
										if( hp < 0 ) hp = 0;
									}
									else{
										int defquick=0, petquick=0, playerdamage=0;
										pethp = CHAR_getInt( petidx, CHAR_HP );
										defquick = CHAR_getWorkInt( charaidx, CHAR_WORKDEFENCEPOWER );
										petquick = CHAR_getWorkInt( petidx, CHAR_WORKDEFENCEPOWER );
										if( pethp > 0 ){
											playerdamage = (damage*petquick)/(defquick+petquick) +1;
											petdamage = damage - playerdamage +1 ;
											hp -= playerdamage;
											pethp -= petdamage;
										}
										else{
											hp -= damage;
										}
										if( hp < 0 ) hp = 0;
										if( pethp < 0 ) pethp = 0;
										CHAR_setInt( petidx, CHAR_HP, pethp );
									}

									CHAR_setInt( charaidx, CHAR_HP, hp );

									if( hp <= 0 ){
										CHAR_setFlg( charaidx, CHAR_ISDIE, 1 );
										CHAR_setWorkInt( charaidx, CHAR_WORKBATTLECOM1, BATTLE_COM_NONE );
									}
									if( pethp <= 0 ){
										CHAR_setFlg( petidx, CHAR_ISDIE, 1 );
										CHAR_setWorkInt( ridepet, CHAR_WORKBATTLECOM1, BATTLE_COM_NONE );
									}

									if( damage >= 0 ){
										//snprintf( szBuffer, sizeof( szBuffer ),
										//	"(%s)因(%s)受到(%d)的损伤。",
										//	CHAR_getUseName( charaindex ),
										//	aszStatusFull[i],
										//	damage );
										//BATTLE_BroadCast( battleindex, szBuffer,
										//	(bid >= 10)? CHAR_COLORGRAY : CHAR_COLORPURPLE ) ;

										sprintf( szBuffer , "%X|%X|%X|%X|" , i , i ,(int)(damage) , (int)(petdamage));

										//sprintf( szBuffer, "BD|r%X|0|0|%X|p%X|", i, (int)(damage), (int)(petdamage) );
										BATTLESTR_ADD( szBuffer );
									}
									if( petidx != -1 && petdamage >= 0 ){
										//snprintf( szBuffer, sizeof( szBuffer ),
										//	"(%s的骑宠)因(%s)受到(%d)的损伤。",
										//	CHAR_getUseName( charaindex ),
										//	aszStatusFull[i], petdamage );
										//BATTLE_BroadCast( battleindex, szBuffer,
										//	(bid >= 10)? CHAR_COLORGRAY : CHAR_COLORPURPLE ) ;
									}
								}
							}
						}
						sprintf( szBuffer , "%X|" , 0x5711438 );
						BATTLESTR_ADD( szBuffer );
					}
				}
				print("\n冰爆术");
				break;
#ifdef _PROFESSION_ADDSKILL
			case CHAR_WORKICECRACK2:		// 冰爆术2
				WorkIceCrackPlay( charaindex, cnt, CHAR_WORKICECRACK2 );print("\n冰爆术2");break;
			case CHAR_WORKICECRACK3:		// 冰爆术3
				WorkIceCrackPlay( charaindex, cnt, CHAR_WORKICECRACK3 );print("\n冰爆术3");break;
			case CHAR_WORKICECRACK4:		// 冰爆术4
				WorkIceCrackPlay( charaindex, cnt, CHAR_WORKICECRACK4 );print("\n冰爆术4");break;
			case CHAR_WORKICECRACK5:		// 冰爆术5
				WorkIceCrackPlay( charaindex, cnt, CHAR_WORKICECRACK5 );print("\n冰爆术5");break;
			case CHAR_WORKICECRACK6:		// 冰爆术6
				WorkIceCrackPlay( charaindex, cnt, CHAR_WORKICECRACK6 );print("\n冰爆术6");break;
			case CHAR_WORKICECRACK7:		// 冰爆术7
				WorkIceCrackPlay( charaindex, cnt, CHAR_WORKICECRACK7 );print("\n冰爆术7");break;
			case CHAR_WORKICECRACK8:		// 冰爆术8
				WorkIceCrackPlay( charaindex, cnt, CHAR_WORKICECRACK8 );print("\n冰爆术8");break;
			case CHAR_WORKICECRACK9:		// 冰爆术9
				WorkIceCrackPlay( charaindex, cnt, CHAR_WORKICECRACK9 );print("\n冰爆术9");break;
			case CHAR_WORKICECRACK10:		// 冰爆术10
				WorkIceCrackPlay( charaindex, cnt, CHAR_WORKICECRACK10 );print("\n冰爆术10");break;
#endif //_PROFESSION_ADDSKILL

#endif

#ifdef _PET_SKILL_SARS			// WON ADD 毒煞蔓延
			case CHAR_WORKSARS:
				{
					int j;
					int rate = 60; // 传染 SARS 机率

					// 受传染的人受伤
					{
						int petdown=-1;
						int dec_mp = 0;

						Compute_Down_SARS( charaindex, ridepet, &down, &petdown, ridepet);
						if( down >= 0 ){
								//snprintf( szBuffer, sizeof( szBuffer ),
								//	"(%s)因(%s)受到(%d)的损伤。",
								//	CHAR_getUseName( charaindex ),
								//	aszStatusFull[i],
								//	down );
								//BATTLE_BroadCast( battleindex, szBuffer,
								//	(bid >= 10)? CHAR_COLORGRAY : CHAR_COLORPURPLE ) ;

								// 如果是玩家扣 MP
								if( CHAR_getInt( charaindex, CHAR_WHICHTYPE ) == CHAR_TYPEPLAYER ){
									int old_mp = CHAR_getInt( charaindex, CHAR_MP );
									dec_mp = old_mp / 10 ;
									if( dec_mp < 0 ) dec_mp = 0;
									CHAR_setInt( charaindex, CHAR_MP, old_mp - dec_mp );
									sprintf( szBuffer, "BD|r%X|0|0|%X|p%X|m%X|", bid, (int)(down), (int)(petdown), dec_mp );
								}else
									sprintf( szBuffer, "BD|r%X|0|0|%X|p%X|", bid, (int)(down), (int)(petdown) );

								BATTLESTR_ADD( szBuffer );
						}
						if( ridepet != -1 && petdown >= 0 ){
							//snprintf( szBuffer, sizeof( szBuffer ),
							//	"(%s的骑宠)因(%s)受到(%d)的损伤。",
							//	CHAR_getUseName( charaindex ),
							//	aszStatusFull[i], petdown );
							//BATTLE_BroadCast( battleindex, szBuffer,
							//	(bid >= 10)? CHAR_COLORGRAY : CHAR_COLORPURPLE ) ;
						}
					}

					// 主传染者传SARS
					if( CHAR_getWorkInt( charaindex, CHAR_WORKMODSARS ) > 0 ){
						int buf2[5], ti=0;
						int tibuf[10]={
							3,1,0,2,4,
							8,6,5,7,9 };

						memset( buf2, -1, sizeof(buf2));

						if( defNo > 9 ){
							for( j=0; j<10; j++ ){
								tibuf[j] += 10;
							}
						}

						for( j=0; j<10; j++){
							if( tibuf[j] != defNo ) continue;
								if( j > 4 ){
									if( (j+1) < 10 ) buf2[ti++]=tibuf[j+1];
									if( (j-1) >  4 ) buf2[ti++]=tibuf[j-1];
									//不等边
									if( (j-5+1) < 5 ) buf2[ti++]=tibuf[j-5+1];
									if( (j-5-1) >=  0 ) buf2[ti++]=tibuf[j-5-1];
									if( (j-5) >= 0 ) buf2[ti++]=tibuf[j-5];
								}else{
									if( (j+1) < 5 ) buf2[ti++]=tibuf[j+1];
									if( (j-1) >=  0 ) buf2[ti++]=tibuf[j-1];
									//不等边
									if( (j+5+1) < 10 ) buf2[ti++]=tibuf[j+5+1];
									if( (j+5-1) >  4 ) buf2[ti++]=tibuf[j+5-1];
									if( (j+5) <  10 ) buf2[ti++]=tibuf[j+5];
								}
							break;
						}

 						print("buf2[%d,%d,%d,%d,%d]\n", buf2[0], buf2[1], buf2[2], buf2[3], buf2[4]);

						for( j=0; j<5; j++ ){

							int toindex = 0;
							if( buf2[j] == -1 ) continue;

							toindex = BATTLE_No2Index( battleindex, buf2[j] );

							// 得到sars的离开
							if( CHAR_getWorkInt( toindex,CHAR_WORKSARS ) > 0 )	continue;

							if( RAND( 1, 100 ) <= rate ){		// 中 SARS
								if( toindex == charaindex ) continue;
								if( CHAR_getInt( toindex, CHAR_HP ) <= 0 ) continue;

								CHAR_setWorkInt( toindex,CHAR_WORKSARS, 3 );
							}
						}
					}
				}
				break;
#endif

		default :
			//snprintf( szBuffer, sizeof( szBuffer ),
			//	"(%s)是(%s)", CHAR_getUseName( charaindex ),
			//	aszStatusFull[i] );
			//BATTLE_BroadCast( battleindex, szBuffer,
			//	(bid >= 10)? CHAR_COLORGRAY : CHAR_COLORPURPLE ) ;
			break;
		}
	}

#ifdef _SUIT_ITEM
	{
		int defCode;
		int AddHp=0, AddMp=0;
#ifdef _IMPRECATE_ITEM
		int nums1, nums2, nums3, delMp=0;
#endif
		if( (defCode=CHAR_getWorkInt( charaindex, CHAR_WORKSUITITEM)) > 0){
			AddHp = CHAR_getWorkInt( charaindex, CHAR_WORKROUNDHP);
			AddMp = CHAR_getWorkInt( charaindex, CHAR_WORKROUNDMP);
		}

#ifdef _IMPRECATE_ITEM
		if( (nums1 = CHAR_getWorkInt( charaindex, CHAR_WORKIMPRECATENUM1)) > 0 ){
			delMp = CHAR_getWorkInt( charaindex, CHAR_WORKHURTMP);
			CHAR_setWorkInt( charaindex, CHAR_WORKIMPRECATENUM1, nums1-1);
		}
		if( (nums2 = CHAR_getWorkInt( charaindex, CHAR_WORKIMPRECATENUM2)) > 0 ){
			AddHp += CHAR_getWorkInt( charaindex, CHAR_WORKWISHESHP);
			CHAR_setWorkInt( charaindex, CHAR_WORKIMPRECATENUM2, nums2-1);
		}
		if( (nums3 = CHAR_getWorkInt( charaindex, CHAR_WORKIMPRECATENUM3)) > 0 ){
			AddMp += CHAR_getWorkInt( charaindex, CHAR_WORKWISHESMP);
			CHAR_setWorkInt( charaindex, CHAR_WORKIMPRECATENUM3, nums3-1);
		}
		AddMp = AddMp - delMp;
#endif
		if( AddHp != 0 || AddMp != 0 )	{
			int AddPHp=0;


#ifdef _TYPE_TOXICATION
			if( AddHp != 0 && CHAR_CanCureFlg( charaindex, "FALSE") != FALSE ){
#else
			if( AddHp != 0 )	{
#endif
				int MyHp = CHAR_getInt( charaindex, CHAR_HP);
				int MaxHp = CHAR_getWorkInt( charaindex, CHAR_WORKMAXHP);
				MyHp = ((MyHp+AddHp)>=MaxHp)?MaxHp:(MyHp+AddHp);
				MyHp = (MyHp<= 1 )?1:MyHp;
				CHAR_setInt( charaindex, CHAR_HP, MyHp);
				//snprintf( szBuffer, sizeof( szBuffer ), "(%s)增加(%d)的HP。",
				//	CHAR_getUseName( charaindex ), AddHp );
				//BATTLE_BroadCast( battleindex, szBuffer,
				//	(bid >= 10)? CHAR_COLORGRAY : CHAR_COLORPURPLE ) ;
				if( ridepet != -1 ){
					int PetMaxHp = CHAR_getWorkInt( ridepet, CHAR_WORKMAXHP);
					int PetHp = CHAR_getInt( ridepet, CHAR_HP);
					AddPHp = AddHp;
					PetHp = ((PetHp+AddPHp)>=PetMaxHp)?PetMaxHp:(PetHp+AddPHp);
					PetHp = (PetHp<=1)?1:PetHp;
					CHAR_setInt( ridepet, CHAR_HP, PetHp);
				}
			}
			if( AddMp != 0 )	{
				int MyMp = CHAR_getInt( charaindex, CHAR_MP);
				int MaxMp = CHAR_getWorkInt( charaindex, CHAR_WORKMAXMP);
				MyMp = ((MyMp+AddMp)>MaxMp)?MaxMp:(MyMp+AddMp);
				MyMp = (MyMp<0)?0:MyMp;
				CHAR_setInt( charaindex, CHAR_MP, MyMp);
/*
#ifdef _FIXITEMANISHOW
				sprintf( szBuffer, "BD|r%X|0|1|%X|p%X|m%X|", bid, AddHp, AddPHp, AddMp);
			}else	{
				sprintf( szBuffer, "BD|r%X|0|1|%X|p%X|", bid, AddHp, AddPHp );
#else
*/
				sprintf( szBuffer, "BD|r%X|0|2|%X|p%X|m%X|", bid, AddHp, AddPHp, AddMp);
			}else	{
				sprintf( szBuffer, "BD|r%X|0|2|%X|p%X|", bid, AddHp, AddPHp );
//#endif
			}
			BATTLESTR_ADD( szBuffer );
		}
	}
#endif
#ifdef _PETSKILL_SETDUCK
	{
		int turns=0, nums=0;
		if( (turns=CHAR_getWorkInt( charaindex, CHAR_MYSKILLDUCK)) > 0 ){
			turns--;
			if( turns == 0 ){
				nums = CHAR_getWorkInt( charaindex, CHAR_MYSKILLDUCKPOWER);
				sprintf( szBuffer, "BD|r%X|0|3|%X|", bid, nums*(-1));
				BATTLESTR_ADD( szBuffer );
			}
			CHAR_setWorkInt( charaindex, CHAR_MYSKILLDUCK, turns);
		}
#ifdef _MAGICPET_SKILL
		if( (turns=CHAR_getWorkInt( charaindex, CHAR_MYSKILLSTR)) > 0 ){
			turns--;
			if( turns == 0 ){
				nums = CHAR_getWorkInt( charaindex, CHAR_MYSKILLSTRPOWER);
				sprintf( szBuffer, "BD|r%X|0|4|%X|", bid, nums*(-1));
				BATTLESTR_ADD( szBuffer );
			}
			CHAR_setWorkInt( charaindex, CHAR_MYSKILLSTR, turns);
		}
		if( (turns=CHAR_getWorkInt( charaindex, CHAR_MYSKILLTGH)) > 0 ){
			turns--;
			if( turns == 0 ){
				nums = CHAR_getWorkInt( charaindex, CHAR_MYSKILLTGHPOWER);
				sprintf( szBuffer, "BD|r%X|0|5|%X|", bid, nums*(-1));
				BATTLESTR_ADD( szBuffer );
			}
			CHAR_setWorkInt( charaindex, CHAR_MYSKILLTGH, turns);
		}
		if( (turns=CHAR_getWorkInt( charaindex, CHAR_MYSKILLDEX)) > 0 ){
			turns--;
			if( turns == 0 ){
				nums = CHAR_getWorkInt( charaindex, CHAR_MYSKILLDEXPOWER);
				sprintf( szBuffer, "BD|r%X|0|6|%X|", bid, nums*(-1));
				BATTLESTR_ADD( szBuffer );
			}
			CHAR_setWorkInt( charaindex, CHAR_MYSKILLDEX, turns);
		}
#ifdef _PROFESSION_SKILL			// WON ADD 人物职业技能
		if( (turns=CHAR_getWorkInt( charaindex, CHAR_MYSKILLHIT)) > 0 ){
			turns--;
			if( turns == 0 ){
				int dec_num = CHAR_getWorkInt( charaindex, CHAR_MYSKILLHIT_NUM);
				nums = CHAR_getWorkInt( charaindex, CHAR_WORKHITRIGHT);
				nums -= dec_num;
				CHAR_setWorkInt( charaindex, CHAR_WORKHITRIGHT, nums);

				CHAR_talkToCli( charaindex, -1, "恢复命中率", CHAR_COLORYELLOW);
				//sprintf( szBuffer, "BD|r%X|0|6|%X|", bid, dec_num*(-1));
				//BATTLESTR_ADD( szBuffer );
			}
			CHAR_setWorkInt( charaindex, CHAR_MYSKILLHIT, turns);
		}
#endif

#endif
	}
#endif
	return 0;

}


BOOL BATTLE_CanMoveCheck( int charaindex )
{

	//
	if( CHAR_getWorkInt( charaindex, CHAR_WORKPARALYSIS ) > 0 ){
		return FALSE;
	}

	// 檗祭
	if( CHAR_getWorkInt( charaindex, CHAR_WORKSTONE ) > 0 ){
		return FALSE;
	}
	// 戽曰
	if( CHAR_getWorkInt( charaindex, CHAR_WORKSLEEP ) > 0 ){
		return FALSE;
	}
#ifdef _MAGIC_BARRIER
	if( CHAR_getWorkInt( charaindex, CHAR_WORKBARRIER ) > 0 ){
		return FALSE;
	}
#endif

#ifdef _PROFESSION_SKILL			// WON ADD 人物职业技能
	// 晕眩
	if( CHAR_getWorkInt( charaindex, CHAR_WORKDIZZY ) > 0 ){
		return FALSE;
	}
	// 天罗地网
	if( CHAR_getWorkInt( charaindex, CHAR_WORKDRAGNET ) > 0 ){
		return FALSE;
	}
/*
	// 冰箭术
	if( CHAR_getWorkInt( charaindex, CHAR_WORKICEARROW ) > 0 ){
		return FALSE;
	}
*/
/*
	// 专注战斗
	if( CHAR_getWorkInt( charaindex, CHAR_WORK_FOCUS ) > 0 ){
		return FALSE;
	}
*/
	// 雷附体
	if( CHAR_getWorkInt( charaindex, CHAR_WORK_T_ENCLOSE ) > 0 ){
		return FALSE;
	}
#endif
#ifdef _PROFESSION_ADDSKILL
	if( CHAR_getWorkInt( charaindex, CHAR_DOOMTIME ) > 0 ){
		return FALSE;
	}
#endif
	return TRUE;
}

#ifdef _ITEM_EQUITSPACE
int BATTLE_GetEqShield( int charaindex )
{
	int iRet = ITEM_FIST, itemindex;

	itemindex = CHAR_getItemIndex( charaindex, CHAR_EQSHIELD );
	if( ITEM_CHECKINDEX( itemindex ) == FALSE ){
		iRet = ITEM_FIST;
	}else{
		iRet = ITEM_getInt( itemindex, ITEM_TYPE );
	}
	return iRet;
}
#endif

int BATTLE_GetWepon( int charaindex ) //取得角色手持武器
{
	int iRet = ITEM_FIST, itemindex;

	itemindex = CHAR_getItemIndex( charaindex, CHAR_ARM );
	if( ITEM_CHECKINDEX( itemindex ) == FALSE ){
		iRet = ITEM_FIST;
	}else{
		iRet = ITEM_getInt( itemindex, ITEM_TYPE );
	}

	return iRet;
}

static int aBowW[50] =
{
 0, 2, 1, 4, 3,    0, 1, 2, 3, 4,
 1, 0, 3, 2, 4,    1, 3, 0, 2, 4,
 2, 4, 0, 1, 3,    2, 0, 4, 1, 3,
 3, 1, 0, 2, 4,    3, 1, 0, 2, 4,
 4, 2, 0, 1, 3,    4, 2, 0, 1, 3,
};

void BATTLE_TargetListSet( int charaindex, int attackNo,	int *pList)
{
	int i, j=0, defNo, battleindex=-1;
	defNo = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM2 );
	battleindex = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEINDEX );

#ifdef _SKILLLIMIT	// (可开放) Syu ADD 不得攻击我方限制
	if( CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM1 ) == BATTLE_COM_S_FALLRIDE || // 落马
		CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM1 ) == BATTLE_COM_S_WILDVIOLENTATTACK || //狂暴攻击
		CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM1 ) == BATTLE_COM_S_TIMID || // 怯战
		CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM1 ) == BATTLE_COM_S_MPDAMAGE || // MP攻击
		CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM1 ) == BATTLE_COM_S_WEAKEN || // 虚弱
		CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM1 ) == BATTLE_COM_S_DAMAGETOHP || // 嗜血
		CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM1 ) == BATTLE_COM_S_STEALMONEY ) { // 捐献
		if( BATTLE_CheckSameSide( charaindex, defNo) == 1 ) {
			CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM1, BATTLE_COM_NONE );
//			BATTLE_NoAction( battleindex, attackNo );
			return;
		}
	}
#endif

	for( i = 0; i < BATTLE_ENTRY_MAX*2; i ++ ){
		pList[i] = defNo;
	}
#ifdef _BATTLE_ATTCRAZED		// ANDY 疯狂暴走
#ifdef _SHOOTCHESTNUT	// Syu ADD 宠技：丢栗子
	if( CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM1 ) == BATTLE_COM_S_ATTCRAZED ||
		CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM1 ) == BATTLE_COM_S_ATTSHOOT ){
#else
	if( CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM1 ) == BATTLE_COM_S_ATTCRAZED ){
#endif
		int deftop,defsub;
		int plive[10];
		int n = CHAR_GETWORKINT_HIGH( charaindex, CHAR_WORKBATTLECOM3);


#ifdef _SHOOTCHESTNUT	// Syu ADD 宠技：丢栗子
		if( BATTLE_CheckSameSide( charaindex, defNo) == 1 ) {
			CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM1, BATTLE_COM_NONE );
			BATTLE_NoAction( battleindex, attackNo );
			return;
		}
#endif
		if( 0 <= defNo && defNo <= 9 ){
			defsub = 0;
			deftop = 9;
		}else if( 10 <= defNo && defNo <= 19 ){
			defsub = 10;
			deftop = 19;
		}else{
			pList[1] = -1;
			return;
		}
		for( i = defsub; i < deftop; i ++ ){
			if( BATTLE_TargetCheck( battleindex, i) == FALSE ) continue;
			plive[j++] = i;
		}
		if( j == 0 ) return;
		for( i=0; i<n; i++){
			pList[i] = plive[ RAND(0,j-1)];
		}
		pList[i]=-1;
		return;
	}
#endif
	if( BATTLE_GetWepon( charaindex ) != ITEM_BOW ){
		return;
	}

	if( 0 <= defNo && defNo <= 19 ){
		int defsub = defNo % 5;
		int deftop = defNo - defsub;
		int Rnd = RAND( 0, 1 );
		for( j = 0, i = 0; j < 5; j ++ ){
			pList[i] = aBowW[ defsub*10+Rnd*5+j] + deftop;
			if( deftop == 0 || deftop == 10 ){
				pList[i+1] = pList[i] + 5;
			}else{
				pList[i+1] = pList[i] - 5;
			}
			if( pList[i] == attackNo ){
				pList[i] = -1;
			}
			if( pList[i+1] == attackNo ){
				pList[i+1] = -1;
			}
			i += 2;
		}
		pList[i] = -1;
	}else{
		pList[1] = -1;
	}

	return ;
}

int BATTLE_GetAttackCount( int charaindex )
{
	int iRet = 1, itemindex;
	itemindex = CHAR_getItemIndex( charaindex, CHAR_ARM );
	if( ITEM_CHECKINDEX( itemindex ) == FALSE ){
		return 0;
	}else{
		iRet = RAND( ITEM_getInt( itemindex, ITEM_ATTACKNUM_MIN ),
			ITEM_getInt( itemindex, ITEM_ATTACKNUM_MAX ) );
	}
	if( iRet <= 0 )iRet = 1;

	return iRet;

}


int BATTLE_PetRandomSkill( int battleindex, int charaindex )
{
#define PETSKILLSERCHTIME 50
	int i, j, iNum, toNo, k, myNo, side, pskill_array;
	int skill_type;
#ifdef _FIXWOLF	 // Syu ADD 修正狼人变身Bug
	int pid=CHAR_getInt( charaindex , CHAR_PETID);
	int skNum;
#endif

	CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM1, BATTLE_COM_NONE );

	myNo = BATTLE_Index2No( battleindex, charaindex );
	side = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLESIDE );

#ifdef _FIXWOLF	 // Syu ADD 修正狼人变身Bug
	iNum = RAND( 0, CHAR_MAXPETSKILLHAVE-1 );
	skNum = CHAR_getPetSkill( charaindex , iNum );
	if( ((pid == 981) || (pid == 982) || (pid == 983) || (pid == 984)) && (skNum == 600)){
		do{
			iNum = RAND ( 0, CHAR_MAXPETSKILLHAVE-1);
			skNum = CHAR_getPetSkill( charaindex , iNum );
		} while ( skNum == 600 );
	}
#else
	iNum =  RAND( 0, CHAR_MAXPETSKILLHAVE-1 );
#endif

	for( k = 0; k < 3; k ++){
		toNo =  BATTLE_DefaultAttacker( battleindex, 1 - side );
		if( toNo == myNo ){

		}else{
			break;
		}
	}

	if( myNo == toNo ){
		CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM1, BATTLE_COM_NONE );
		return 0;
	}



	for( j = 0, i = 0, k = 0; k < PETSKILLSERCHTIME; i ++, k ++ ){
		if( i >= CHAR_MAXPETSKILLHAVE ) i = 0;

		if( CHAR_getCharHaveSkill( charaindex, i ) == NULL ){
			continue;
		}

		pskill_array = PETSKILL_GetArray( charaindex, i );
		skill_type = PETSKILL_getInt( pskill_array, PETSKILL_FIELD );


		if( skill_type == PETSKILL_FIELD_BATTLE
		||  skill_type == PETSKILL_FIELD_ALL
		){
		}else{
			continue;
		}

		if( j < iNum ){
			j++;
			continue;
		}

		if( PETSKILL_Use( charaindex, iNum, toNo, NULL ) == TRUE ){

		}else{

			CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM1, BATTLE_COM_NONE );
		}
		break;
	}

	if( k >= PETSKILLSERCHTIME ){
		CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM1, BATTLE_COM_NONE );
	}
	return 0;
}


enum{
	PETAI_MODE_NORMAL,
	PETAI_MODE_TARGETRANDOM,
	PETAI_MODE_RANDOMACT,
	PETAI_MODE_OWNERATTACK,
	PETAI_MODE_ENEMYATTACK,
	PETAI_MODE_ESCAPE,
	PETAI_MODE_NOACT,
	PETAI_MODE_END
};

static int BATTLE_PetLoyalCheck( int battleindex, int bid, int charaindex )
{
	int ai, toNo, mode = 0, type, Rand, toSide = 1, flg, i;
	if( CHAR_getInt( charaindex, CHAR_WHICHTYPE ) != CHAR_TYPEPET ){
		return 0;
	}
	if( CHAR_getFlg( charaindex, CHAR_ISDIE ) == TRUE )
		return 0;
	if( CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM1 ) == BATTLE_COM_WAIT ){
		return 0;
	}
	flg = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEFLG );
	flg &= ~CHAR_BATTLEFLG_AIBAD;
	CHAR_setWorkInt( charaindex, CHAR_WORKBATTLEFLG, flg  );
	if( BATTLE_CanMoveCheck( charaindex )  == FALSE ){
		return 0;
	}
	toNo = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM2 );
	toSide = ( 0 <= toNo && toNo < BATTLE_ENTRY_MAX )?(0):(1);
	ai = CHAR_getWorkInt( charaindex, CHAR_WORKFIXAI );
	if( CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM1 ) == BATTLE_COM_GUARD
	|| bid == toNo
	){
		type = 1;
	}else{
		type = 0;
	}

	Rand = RAND( 1, 100 );

	mode = 0;	// 恳仄中垫
	if( ai >= 80 ){	// 镝擦蘸ㄧㄟ⊙动晓
		mode = PETAI_MODE_NORMAL;	// 濮覆岳
	}else
	if( ai >= 70 ){	// 镝擦蘸ㄦㄟ⊙动晓
		if( Rand < 10 )mode = PETAI_MODE_TARGETRANDOM;	// 正□必永玄
	}else
	if( ai >= 60 ){
		if( Rand < 20 )mode = PETAI_MODE_TARGETRANDOM;	// 正□必永玄
	}else
	if( ai >= 50 ){
		if( Rand < 35 )mode = PETAI_MODE_TARGETRANDOM;	// 正□必永玄
	}else
	if( ai >= 40 ){
		if( Rand < 50 )mode = PETAI_MODE_TARGETRANDOM;	// 正□必永玄
	}else
	if( ai >= 30 ){
		if( Rand < 70 )mode = PETAI_MODE_RANDOMACT;		// 垫  仿件母丞
	}else
	if( ai >= 20 ){
		if( Rand < 70 )mode = PETAI_MODE_RANDOMACT;		// 垫  仿件母丞
	}else
	if( ai >= 10 ){
		if( Rand < 80 ){
			mode = PETAI_MODE_OWNERATTACK;	// 潜谛  猾
		}else{
			mode = PETAI_MODE_ENEMYATTACK;	// 衬  猾
		}
	}else{
		if( Rand < 60 ){
			mode = PETAI_MODE_OWNERATTACK;	// 潜谛  猾
		}else{
			mode = PETAI_MODE_ESCAPE;		//   仆月
		}
	}


	if( mode == PETAI_MODE_NORMAL )return 0;

	for( i = 0; i < CHAR_MAXPETSKILLHAVE;i ++ ){
		if( CHAR_getCharHaveSkill( charaindex, i ) ){
			break;
		}
	}
	if( i >= CHAR_MAXPETSKILLHAVE ){
		mode = PETAI_MODE_NOACT;
	}
	flg = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEFLG );
	flg |= CHAR_BATTLEFLG_AIBAD;
	CHAR_setWorkInt( charaindex, CHAR_WORKBATTLEFLG, flg  );


	switch( mode ){
	case PETAI_MODE_NOACT:
		CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM1,
			BATTLE_COM_NONE );
		break;
	case PETAI_MODE_TARGETRANDOM:
		if( type == 1 ){
			CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM1,
				BATTLE_COM_NONE );
		}else{
			CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM2,
				BATTLE_DefaultAttacker( battleindex, toSide ) );

		}
		break;
	case PETAI_MODE_RANDOMACT:	// 垫  互仿件母丞
		// 哗萄ㄠ葱  猾蟆反濮覆井尹切扎母丢
		if(	CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM1 ) == BATTLE_COM_S_EARTHROUND0 ){
			return 0;
		}

		// 布□犯奴失件白仿弘毛反内允
		flg = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEFLG );
		flg &= ~CHAR_BATTLEFLG_GUARDIAN;
		CHAR_setWorkInt( charaindex, CHAR_WORKBATTLEFLG, flg );

		if( toNo == bid ){	// 愤坌毛蓟氏匹仄引匀凶日
			// 窒手匹五卅中仇午卞允月
			CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM1, BATTLE_COM_NONE );
		}else{
			// 仿件母丞卞檗  毛本永玄
			BATTLE_PetRandomSkill( battleindex, charaindex );
		}
		break;

	case PETAI_MODE_OWNERATTACK:	// 潜谛  猾
		CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM1, BATTLE_COM_ATTACK );
		CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM2, bid-5 );
		break;

	case PETAI_MODE_ENEMYATTACK:	// 衬  猾
		{ int myside = 0;
			if( bid >= BATTLE_ENTRY_MAX ) myside = 1;
			CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM1, BATTLE_COM_ATTACK );
			// 锹澎扔奶玉卞
			CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM2,
				BATTLE_DefaultAttacker( battleindex, 1 - myside ) );
		}
		break;

	case PETAI_MODE_ESCAPE:		//   仆月公及  夫旦玄
		CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM1, BATTLE_COM_S_LOSTESCAPE );
		break;

	}

	return 1;

}

#ifdef __ATTACK_MAGIC

#define MAX_MAGIC_NUMBER 25

// 每一种魔法的攻击  围 (id,area)
int TargetIndex[MAX_MAGIC_NUMBER][2] =
{
	{301,-1},{302,-1},{303,26},{304,-1},{305,20},{306,20},
	{307,-1},{308,-1},{309,-1},{310,-1},{311,26},{312,20},
	{313,-1},{314,-1},{315,-1},{316,-1},{317,26},{318,20},
	{319,-1},{320,-1},{321,26},{322,-1},{323,26},{324,20},{325,20}
};

int magic,toindex,magic_count;

#endif



static int BATTLE_Battling( int battleindex )
{
	BATTLE		*pBattle, *pWatchBattle;
	BATTLE_ENTRY  *pEntry[2];
	char *aszFieldAttr[] = { "无", "地", "水", "火", "风" },
		szBuffer[256]="",
		szWork[256];
	int i,j,k,
		len,
		entrynum,
		charaindex,
		attackNo,
		defNo=-1,
		aAttackList[BATTLE_ENTRY_MAX*2+1],
		aDefList[BATTLE_ENTRY_MAX*2+1],
		ComboId,
		itemindex,
		AllSize = 0;
	BATTLE_CHARLIST	EntryList[40];
	int ContFlg, attackNoSub, defNoSub;
	if( BATTLE_CHECKINDEX( battleindex ) == FALSE )return BATTLE_ERR_BATTLEINDEX;
	pBattle = &BattleArray[battleindex];
	pEntry[0] = pBattle->Side[0].Entry;
	pEntry[1] = pBattle->Side[1].Entry;

	for( i = 0; i < arraysizeof(EntryList); i ++ ){
		EntryList[i].charaindex = -1;
		EntryList[i].combo = 0;
	}

	sprintf( szBuffer, "战役 %d 转换 %d 属性 %s",
		battleindex, pBattle->turn,
		aszFieldAttr[pBattle->field_att]
	);

	entrynum = 0;

	for( j = 0; j < 2; j ++ ){
		for( i = 0; i < BATTLE_ENTRY_MAX; i ++ ){
			pEntry[j][i].flg &= ~BENT_FLG_ULTIMATE;
			if( pEntry[j][i].charaindex == -1 )continue;
			EntryList[entrynum].charaindex = pEntry[j][i].charaindex;
			EntryList[entrynum].side = j;
			EntryList[entrynum].num = pEntry[j][i].bid;
			EntryList[entrynum].dex = BATTLE_DexCalc( pEntry[j][i].charaindex );
#ifdef _EQUIT_SEQUENCE
			EntryList[entrynum].sequence = CHAR_getWorkInt( pEntry[j][i].charaindex, CHAR_WORKSEQUENCEPOWER);
#endif
			BATTLE_talkToCli( pEntry[j][i].charaindex, szBuffer, CHAR_COLORYELLOW	 );
			entrynum ++;
		}
	}
	szAllBattleString[0] = 0;
	k = 0;
	for( j = 0; j < 2; j ++ ){
		k = j * SIDE_OFFSET;
		for( i = 0; i < BATTLE_ENTRY_MAX/2; i ++ ){
			szBattleString[0] = 0;
			if( pBattle->iEntryBack[k] >= 0
			&&  pBattle->Side[j].Entry[i].charaindex == -1){
				if( pBattle->iEntryBack2[k] >= 0 ){
					sprintf( szBattleString, "BE|et%X|f1|", k );
					//BATTLE_BroadCast( battleindex, "突然有人不见了。", CHAR_COLORYELLOW );
				}else{
					print( "应是输入ID不正确出现的error。\n" );
					//BATTLE_BroadCast( battleindex, "ID错误的error。", CHAR_COLORYELLOW );
				}
			}
			k ++;
			strcat( szAllBattleString, szBattleString );
		}
	}
	len = strlen( szAllBattleString );
	AllSize += len;
	EntrySort( EntryList, entrynum );
	ComboCheck( EntryList, entrynum );
	for( i = 0; i < entrynum; i ++ ){
		int COM, myside, otherside, bi,
			attack_flg = 1,
			attack_max = 1,
			attack_count = 0;

		charaindex =  EntryList[i].charaindex;
		myside = EntryList[i].side;
		otherside = 1-myside;
		attackNo = EntryList[i].num;
		bi = attackNo - myside * SIDE_OFFSET;

		aAttackList[0] = attackNo;
		aAttackList[1] = -1;
		if( CHAR_CHECKINDEX( charaindex ) == FALSE )continue;
		if( CHAR_getFlg( charaindex, CHAR_ISDIE ) == TRUE )continue;
		szBadStatusString[0] = 0;
		if( CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEMODE )
			!= BATTLE_CHARMODE_C_OK ){
			//sprintf( szBuffer, "指令输入不完全。(%s)", CHAR_getUseName( charaindex ) );
			//BATTLE_BroadCast( battleindex, szBuffer, CHAR_COLORYELLOW );
			continue;
		}
		if( CHAR_getInt( charaindex, CHAR_HP ) <= 0 )continue;

#ifdef _CHECK_BATTLETIME
		check_battle_com_begin();
#endif

		szBattleString[0] = 0;
		pszBattleTop  = szBattleString;
		pszBattleLast = szBattleString+arraysizeof(szBattleString);

		// WON ADD
		if( CHAR_getFlg( charaindex, CHAR_ISDIE ) != TRUE )
			BATTLE_StatusSeq( charaindex );

#ifdef _OTHER_MAGICSTAUTS
		BATTLE_MagicStatusSeq( charaindex );
#endif

#ifdef _MAGIC_DEEPPOISON  //   剧毒
        if( CHAR_getFlg( charaindex, CHAR_ISDIE ) == TRUE ){
			CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM1, BATTLE_COM_NONE );
		}
#endif

#ifdef _PROFESSION_SKILL			// WON ADD 人物职业技能
		BATTLE_ProfessionStatusSeq(  battleindex, charaindex);
#endif


		if( BATTLE_CanMoveCheck( charaindex )  == FALSE ){
			CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM1, BATTLE_COM_NONE );
		}
		gBattleDamageModyfy = 1.0;
		gBattleDuckModyfy = 0;
		gBattleStausChange = -1;
		gBattleStausTurn = 0;
		gWeponType = ITEM_FIST;
		gWeponType = BATTLE_GetWepon( charaindex );
#ifdef _PETSKILL_BECOMEFOX
		if( CHAR_getWorkInt( charaindex, CHAR_WORKFOXROUND ) != -1  //若是变成小狐狸
			|| CHAR_getInt( charaindex, CHAR_BASEIMAGENUMBER)==101749)
		{
			int COM = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM1 );

			gWeponType = ITEM_FIST;

			if( !(COM == BATTLE_COM_ATTACK
				|| COM == BATTLE_COM_GUARD
				|| COM == BATTLE_COM_NONE) ){
				CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM1, BATTLE_COM_NONE );
			    CHAR_talkToCli( charaindex, -1, "变成小狐狸後只能攻击、防御和待机！", CHAR_COLORYELLOW );
			}
		}
#endif
#ifdef _PETSKILL_BECOMEPIG
        if( CHAR_getInt( charaindex, CHAR_BECOMEPIG) > -1 //变成乌力了
		    && (CHAR_getInt( charaindex, CHAR_WHICHTYPE ) == CHAR_TYPEPLAYER) )
		{
			int COM = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM1 );

			gWeponType = ITEM_FIST;
			//CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM1, BATTLE_COM_ATTACK );
			if( !(COM == BATTLE_COM_ATTACK
				|| COM == BATTLE_COM_GUARD
				|| COM == BATTLE_COM_NONE
				|| COM == BATTLE_COM_ITEM
				|| COM == BATTLE_COM_ESCAPE
				|| COM == BATTLE_COM_CAPTURE
				|| COM == BATTLE_COM_WAIT
				|| COM == BATTLE_COM_PETIN
				|| COM == BATTLE_COM_PETOUT) ){
				CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM1, BATTLE_COM_GUARD );
 			    //CHAR_talkToCli( charaindex, -1, "变成乌力後只能攻击、防御、待机、逃跑和使用道具！", CHAR_COLORYELLOW );
   			    CHAR_talkToCli( charaindex, -1, "变成乌力後不能使用咒术和职业技能！", CHAR_COLORYELLOW );
			}
		}
#endif
		gDamageDiv = 1.0;
		attack_max = BATTLE_GetAttackCount( charaindex );
		if( attack_max <= 0 ){
			int work, randwork;
			work = CHAR_getInt( charaindex, CHAR_LV );
			if( work < 10 || CHAR_getInt( charaindex, CHAR_WHICHTYPE ) != CHAR_TYPEPLAYER ){
				attack_max = 1;
			}else{
				int luckwork = CHAR_getInt( charaindex, CHAR_LUCK )*5;
				if( luckwork > 5*5 ){
					print( "\nerr:运气奇怪(%s)(%d)\n",
						CHAR_getUseName( charaindex ),
						CHAR_getInt( charaindex, CHAR_LUCK ) );
					luckwork = 5*5;
				}
				randwork = RAND( 1, 1000 );
				if( randwork <= 10 + luckwork){
					attack_max = RAND( 5, 10 );
				}else
					if( randwork <= 30 + luckwork ){
						attack_max = 3;
					}else
						if( randwork <= 70 + luckwork ){
							attack_max = 2;
						}else{
							attack_max = 1;
						}
			}
		}else{
			if( gWeponType == ITEM_FIST )gDamageDiv = attack_max;
		}
		if( gWeponType == ITEM_BREAKTHROW ){
			gBattleStausChange = BATTLE_ST_PARALYSIS;
			gBattleStausTurn = 1-1;
		}else{
		}

		if( BattleArray[battleindex].Side[myside].flg & BSIDE_FLG_SURPRISE ){
		}else{
			if( BATTLE_PetLoyalCheck( battleindex, attackNo, charaindex ) )	{
#ifdef _FIXWOLF	 // Syu ADD 修正狼人变身Bug
				if ( CHAR_getInt ( charaindex , CHAR_BASEIMAGENUMBER) == 101428 )	{
					if( CHAR_getWorkInt ( charaindex , CHAR_WORKTURN ) == 0){
						CHAR_setInt( charaindex, CHAR_BASEIMAGENUMBER, CHAR_getInt( charaindex , CHAR_BASEBASEIMAGENUMBER));
						CHAR_setWorkInt( charaindex, CHAR_WORKATTACKPOWER, CHAR_getWorkInt( charaindex , CHAR_WORKFIXSTR));
						CHAR_setWorkInt( charaindex, CHAR_WORKQUICK, CHAR_getWorkInt( charaindex , CHAR_WORKFIXDEX));
					}
                }
#endif
				sprintf( szWork, "BX|%X|", attackNo);
				BATTLESTR_ADD( szWork );
			}
		}

#ifdef _PROFESSION_ADDSKILL
		if( CHAR_getWorkInt( charaindex, CHAR_DOOMTIME ) > 0 ){
			CHAR_setWorkInt( charaindex, CHAR_DOOMTIME, CHAR_getWorkInt( charaindex, CHAR_DOOMTIME) - 1 );
		}
		if( CHAR_getWorkInt( charaindex, CHAR_DOOMTIME ) == 0
			&& ( CHAR_getWorkInt( charaindex, CHAR_WORK_com1 ) == BATTLE_COM_S_FIRE_SPEAR
			|| CHAR_getWorkInt( charaindex, CHAR_WORK_com1 ) == BATTLE_COM_S_DOOM ) ){
			CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM1, CHAR_getWorkInt( charaindex, CHAR_WORK_com1 ) );
			CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM2, CHAR_getWorkInt( charaindex, CHAR_WORK_toNo ) );
			CHAR_setWorkInt( charaindex, CHAR_WORKBATTLEMODE, CHAR_getWorkInt( charaindex, CHAR_WORK_mode ) );
			CHAR_SETWORKINT_HIGH( charaindex, CHAR_WORKBATTLECOM3, CHAR_getWorkInt( charaindex, CHAR_WORK_skill_level ) );
			CHAR_SETWORKINT_LOW( charaindex, CHAR_WORKBATTLECOM3, CHAR_getWorkInt( charaindex, CHAR_WORK_array ) );
			CHAR_setWorkInt( charaindex, CHAR_WORK_com1, 0 );
			CHAR_setWorkInt( charaindex, CHAR_WORK_toNo, 0 );
			CHAR_setWorkInt( charaindex, CHAR_WORK_mode, 0 );
			CHAR_setWorkInt( charaindex, CHAR_WORK_skill_level, 0 );
			CHAR_setWorkInt( charaindex, CHAR_WORK_array, 0 );
		}

#endif
		COM = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM1 );

		switch( COM ){
		case BATTLE_COM_ATTACK:
			if( gWeponType == ITEM_BOOMERANG ){
				CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM1, BATTLE_COM_BOOMERANG );

#ifdef _PETSKILL_BECOMEFOX
				if( CHAR_getInt( charaindex, CHAR_BASEIMAGENUMBER)==101749
					|| CHAR_getWorkInt( charaindex, CHAR_WORKFOXROUND ) != -1 ){ //若是变成小狐狸不可以使用回力标
				    CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM1, BATTLE_COM_NONE );
				}
#endif
#ifdef _PETSKILL_BECOMEPIG
				if( CHAR_getInt( charaindex, CHAR_BECOMEPIG) > -1 ){//变成乌力了
				    gWeponType = ITEM_FIST;
					CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM1, BATTLE_COM_ATTACK );
				}
#endif
			}
			break;
		case BATTLE_COM_COMBO:
			if( ComboCheck2( EntryList, i, entrynum ) == FALSE ){
				CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM1, BATTLE_COM_ATTACK );
			}
			break;

		case BATTLE_COM_S_STATUSCHANGE:
			gBattleStausChange = CHAR_GETWORKINT_LOW( charaindex, CHAR_WORKBATTLECOM3 );
			gBattleStausTurn = CHAR_GETWORKINT_HIGH( charaindex, CHAR_WORKBATTLECOM3 );
			break;

#ifdef _PETSKILL_HECTOR
        case BATTLE_COM_S_HECTOR:
			gBattleStausChange = CHAR_GETWORKINT_LOW( charaindex, CHAR_WORKBATTLECOM3 );
			gBattleStausTurn = CHAR_GETWORKINT_HIGH( charaindex, CHAR_WORKBATTLECOM3 );
            break;
#endif

#ifdef _PET_SKILL_SARS				// WON ADD 毒煞蔓延
		case BATTLE_COM_S_SARS:
			gBattleStausChange = CHAR_GETWORKINT_LOW( charaindex, CHAR_WORKBATTLECOM3 );
			gBattleStausTurn = CHAR_GETWORKINT_HIGH( charaindex, CHAR_WORKBATTLECOM3 );
			break;
#endif

		case BATTLE_COM_S_CHARGE:
			BATTLE_Charge( battleindex, attackNo );
			break;
		case BATTLE_COM_S_RENZOKU:
			attack_max = CHAR_GETWORKINT_LOW( charaindex, CHAR_WORKBATTLECOM3 );
			gDamageDiv = attack_max;
			break;
#ifdef _VARY_WOLF
		case BATTLE_COM_S_VARY:
			// 先用不到
			break;
#endif
#ifdef _SKILL_WILDVIOLENT_ATT
             //狂暴攻击 vincent add 2002/05/16
		case BATTLE_COM_S_WILDVIOLENTATTACK:
			attack_max = RAND(3,10);//攻击次数
			gDamageDiv = attack_max;//每次攻击造成伤害
			gBattleDuckModyfy = CHAR_GETWORKINT_HIGH( charaindex, CHAR_WORKBATTLECOM3 );//命中率
			break;
#endif
		case BATTLE_COM_S_EARTHROUND0:
			gBattleDamageModyfy = 1.0 + 0.01 * CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM3 );
			break;
#ifdef _BATTLE_ATTCRAZED
		case BATTLE_COM_S_ATTCRAZED:
			attack_max = CHAR_GETWORKINT_HIGH( charaindex, CHAR_WORKBATTLECOM3);
			break;
#endif
#ifdef _SHOOTCHESTNUT	// Syu ADD 宠技：丢栗子
		case BATTLE_COM_S_ATTSHOOT:
			attack_max = CHAR_GETWORKINT_HIGH( charaindex, CHAR_WORKBATTLECOM3);
			gDamageDiv = attack_max;//每次攻击造成伤害
			break;
#endif
		case BATTLE_COM_S_MIGHTY:
			gBattleDamageModyfy = CHAR_GETWORKINT_LOW( charaindex, CHAR_WORKBATTLECOM3 ) * 0.01;
			gBattleDuckModyfy = CHAR_GETWORKINT_HIGH( charaindex, CHAR_WORKBATTLECOM3 );	//   歹今木膜恳骚橘尺
			break;
		}

		BATTLE_TargetListSet( charaindex, attackNo, aDefList );
		COM = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM1 );

		ContFlg = FALSE;
		if( CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEFLG ) & CHAR_BATTLEFLG_AIBAD
			&&  COM == BATTLE_COM_COMBO ){
			print( "由於忠诚度不足使用必杀技失败(%s)\n", CHAR_getUseName( charaindex ) );
			CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM1, BATTLE_COM_ATTACK );
		}
#ifdef _BATTLE_TIMESPEED//动画播放速度
		{
			int flgtime = 0;
			switch( COM ){
#ifdef _BATTLE_ATTCRAZED
			case BATTLE_COM_S_ATTCRAZED:
				flgtime = 200*3;
				break;
#endif
#ifdef _SHOOTCHESTNUT	// Syu ADD 宠技：丢栗子
			case BATTLE_COM_S_ATTSHOOT:
				flgtime = 80*attack_max;
				break;
#endif
			case BATTLE_COM_JYUJYUTU:
			case BATTLE_COM_S_ATTACK_MAGIC:
				flgtime = 260; // 1/100sec
				break;
			case BATTLE_COM_COMBO:
					flgtime = 200; // 1/100sec
				break;
			case BATTLE_COM_GUARD:
				break;
			case BATTLE_COM_WAIT:
			default :
				flgtime = 150; // 1/100sec
					break;
			}
			BattleArray[battleindex].flgTime += flgtime;
		}
#endif

#ifdef _PETSKILL_BECOMEFOX // 中了媚惑术後攻防敏能力各降 20%
		if( CHAR_getWorkInt( charaindex, CHAR_WORKFOXROUND ) != -1 ){ //变成小狐狸
			CHAR_setWorkInt( charaindex, CHAR_WORKATTACKPOWER, CHAR_getWorkInt( charaindex, CHAR_WORKFIXSTR)*0.8);//攻降20%
			CHAR_setWorkInt( charaindex, CHAR_WORKDEFENCEPOWER, CHAR_getWorkInt( charaindex, CHAR_WORKFIXTOUGH)*0.8);//防降20%
			CHAR_setWorkInt( charaindex, CHAR_WORKQUICK, CHAR_getWorkInt( charaindex, CHAR_WORKFIXDEX)*0.8);//敏降20%
		}
#endif
		switch( COM ){//处理攻击

#ifdef _PROFESSION_SKILL			// WON ADD 人物职业技能
		//==== 直接攻击系 ===============================================================
		case BATTLE_COM_S_BRUST:			// 爆击
		case BATTLE_COM_S_CHAIN_ATK:		// 连环攻击
		case BATTLE_COM_S_CHAIN_ATK_2:		// 双重攻击
		case BATTLE_COM_S_CAVALRY:			// 座骑攻击
		case BATTLE_COM_S_DEAD_ATTACK:		// 濒死攻击
		case BATTLE_COM_S_ATTACK_WEAK:		// 弱点攻击
		case BATTLE_COM_S_PLUNDER:			//   体掠夺
		case BATTLE_COM_S_CHAOS:			// 混乱攻击
			{
				// 防止同队互打
				defNo = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM2 );
				if( BATTLE_CheckSameSide( charaindex, defNo) == 1 ){
					BATTLE_NoAction( battleindex, attackNo );	break;
				}
			}
		case BATTLE_COM_S_ENRAGE_PET:		// 激怒宠物
			{
				CHAR_setFlg( charaindex, CHAR_ISATTACKED, 1 );
				defNo = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM2 );
				battle_profession_attack_fun(battleindex, attackNo, defNo, charaindex);
				//change fix 修正使用职业得不到道具
				//BATTLE_AddProfit( battleindex, aAttackList);
			}
			break;
		//==== 魔法攻击系 ================================================================
		case BATTLE_COM_S_VOLCANO_SPRINGS:	// 火山泉
		case BATTLE_COM_S_FIRE_BALL:		// 火星球
		case BATTLE_COM_S_FIRE_SPEAR:		// 火龙枪
		case BATTLE_COM_S_SUMMON_THUNDER:	// 召雷术
		case BATTLE_COM_S_CURRENT:			// 电流术
		case BATTLE_COM_S_STORM:			// 暴风雨
		case BATTLE_COM_S_ICE_ARROW:		// 冰箭
		case BATTLE_COM_S_ICE_CRACK:		// 冰爆术
		case BATTLE_COM_S_ICE_MIRROR:		// 冰镜术
		case BATTLE_COM_S_DOOM:				// 世界末日
		case BATTLE_COM_S_BLOOD_WORMS:		// 嗜血蛊
		case BATTLE_COM_S_SIGN:				// 一针见血
		case BATTLE_COM_S_ENCLOSE:			// 附身术
		case BATTLE_COM_S_THROUGH_ATTACK:	// 贯穿攻击
		case BATTLE_COM_S_CONVOLUTE:		// 回旋攻击
			{
#ifdef _PROFESSION_ADDSKILL
	/*			if( COM == BATTLE_COM_S_DOOM //世界末日集气
					|| COM == BATTLE_COM_S_FIRE_SPEAR){
					if( CHAR_getWorkInt( charaindex, CHAR_DOOMTIME ) > 0 ){
						BATTLE_NoAction( battleindex, attackNo );
						sprintf( szWork, "bt|%x|", attackNo );
						BATTLESTR_ADD( szWork );
						break;
					}
				}*/
#endif
				// 防止同队互打
				defNo = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM2 );
				if( BATTLE_CheckSameSide( charaindex, defNo) == 1 ){
					BATTLE_NoAction( battleindex, attackNo );	break;
				}
			}
		case BATTLE_COM_S_BLOOD:			// 嗜血成性
			{
				CHAR_setFlg( charaindex, CHAR_ISATTACKED, 1 );
				defNo = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM2 );
#if 1	// Robin fix 修正嗜血吸别人的血
				if( defNo != attackNo && COM == BATTLE_COM_S_BLOOD ){
					print("\n 改封包!嗜血吸别人的血!!:%s ", CHAR_getChar( charaindex, CHAR_CDKEY) );
					defNo = attackNo;

					CHAR_talkToCli( charaindex, -1, "因封包异常而断线。", CHAR_COLORYELLOW);
					CONNECT_setCloseRequest( CHAR_getWorkInt( charaindex, CHAR_WORKFD ) , 1 );
					break;
				}
#endif
#ifdef _PROFESSION_ADDSKILL
				if( COM == BATTLE_COM_S_ICE_CRACK ){
					if( pBattle->ice_count >= 20 )
						pBattle->ice_count = 0;
					pBattle->ice_use[pBattle->ice_count] = TRUE;
					CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM1, BATTLE_COM_NONE );
					pBattle->ice_level[pBattle->ice_count] = CHAR_GETWORKINT_HIGH( charaindex, CHAR_WORKBATTLECOM3);
					pBattle->ice_bout[pBattle->ice_count] = 2;
					pBattle->ice_toNo[pBattle->ice_count] = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM2 );
					pBattle->ice_array[pBattle->ice_count] = CHAR_GETWORKINT_LOW( charaindex, CHAR_WORKBATTLECOM3);
					pBattle->ice_charaindex[pBattle->ice_count] = charaindex;
					pBattle->ice_attackNo[pBattle->ice_count] = attackNo;
					++pBattle->ice_count;
					BATTLE_NoAction( battleindex, attackNo );
					print("\n进入冰爆");
					break;
				}
#endif
				battle_profession_attack_magic_fun(battleindex, attackNo, defNo, charaindex);
				//change fix 修正使用职业得不到道具
				//BATTLE_AddProfit( battleindex, aAttackList);
				break;
			}
		//==== 提升自已能力系 ====================================================================
		case BATTLE_COM_S_FOCUS:			// 专注战斗
		case BATTLE_COM_S_AVOID:			// 回避
		case BATTLE_COM_S_RECOVERY:			// 补血
		case BATTLE_COM_S_SCAPEGOAT:		// 舍已为友
		case BATTLE_COM_S_ENRAGE:			// 激化攻击
		case BATTLE_COM_S_COLLECT:			// 能量聚集
		case BATTLE_COM_S_TRAP:				// 陷阱
		case BATTLE_COM_S_TRANSPOSE:		// 移形换位
		case BATTLE_COM_S_DOCILE:			// 驯伏宠物
#ifdef _PROFESSION_ADDSKILL
        case BATTLE_COM_S_CALL_NATURE:     // 号召自然
#endif
			{
				CHAR_setFlg( charaindex, CHAR_ISATTACKED, 1 );
				defNo = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM2 );
				battle_profession_assist_fun(battleindex, attackNo, defNo, charaindex);
				break;
			}
		//==== 击中改变状态系 ====================================================================
		case BATTLE_COM_S_SHIELD_ATTACK:	// 盾击
		case BATTLE_COM_S_ENTWINE:			// 树根缠绕
		case BATTLE_COM_S_DRAGNET:			// 天罗地网
		case BATTLE_COM_S_TOXIN_WEAPON:		// 毒素武器
		case BATTLE_COM_S_INSTIGATE:		// 挑拨
		case BATTLE_COM_S_OBLIVION:			// 遗忘
			{
				// 防止同队互打
				defNo = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM2 );
		//		if( BATTLE_CheckSameSide( charaindex, defNo) == 1 ){
		//			BATTLE_NoAction( battleindex, attackNo );
		//			if( COM == BATTLE_COM_S_TOXIN_WEAPON )
			//		printf("\nbug-同队互打");
		//			break;
			//	}
			}
		case BATTLE_COM_S_RESIST_FIRE:		// 火抗性提升
		case BATTLE_COM_S_RESIST_ICE:		// 冰抗性提升
		case BATTLE_COM_S_RESIST_THUNDER:	// 雷抗性提升
#ifdef _PROFESSION_ADDSKILL
        case BATTLE_COM_S_RESIST_F_I_T:     // 自然威能
		case BATTLE_COM_S_BOUNDARY:         // 四属性结界
#endif
		case BATTLE_COM_S_FIRE_ENCLOSE:		// 火附体
		case BATTLE_COM_S_ICE_ENCLOSE:		// 冰附体
		case BATTLE_COM_S_THUNDER_ENCLOSE:	// 雷附体
			{

				CHAR_setFlg( charaindex, CHAR_ISATTACKED, 1 );
				defNo = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM2 );
				battle_profession_status_chang_fun(battleindex, attackNo, defNo, charaindex);

				if( COM == BATTLE_COM_S_TOXIN_WEAPON )
					printf("\nbug-毒素武器处理结束");
				break;
			}
		//====================================================================================
#endif

#ifdef _PETSKILL_ACUPUNCTURE
		case BATTLE_COM_S_ACUPUNCTURE: //针刺外皮
			CHAR_setWorkInt( charaindex, CHAR_WORKACUPUNCTURE, 1);
		    //print("\n针刺:%s",CHAR_getChar(charaindex,CHAR_NAME));
#endif
		case BATTLE_COM_S_CHARGE_OK:
		case BATTLE_COM_S_POWERBALANCE:
		case BATTLE_COM_S_STATUSCHANGE:
		case BATTLE_COM_S_EARTHROUND0:
		case BATTLE_COM_S_MIGHTY:
		case BATTLE_COM_S_GUARDIAN_ATTACK:
		case BATTLE_COM_S_RENZOKU:
#ifdef _BATTLE_ATTCRAZED		// ANDY 疯狂暴走
		case BATTLE_COM_S_ATTCRAZED:
#endif
#ifdef _SHOOTCHESTNUT	// Syu ADD 宠技：丢栗子
		case BATTLE_COM_S_ATTSHOOT:
#endif
#ifdef _SKILL_WILDVIOLENT_ATT
		case BATTLE_COM_S_WILDVIOLENTATTACK://狂暴攻击 vincent add 2002/05/16
#endif

#ifdef _SKILL_SPEEDY_ATT
		case BATTLE_COM_S_SPEEDYATTACK:     //疾速攻击 vincent add 2002/05/20
#endif
		case BATTLE_COM_ATTACK:
#ifdef _PET_SKILL_SARS				// WON ADD 毒煞蔓延
		case BATTLE_COM_S_SARS:
#endif

#ifdef _PETSKILL_BECOMEFOX
        case BATTLE_COM_S_BECOMEFOX:
#endif

#ifdef _PETSKILL_BECOMEPIG
		case BATTLE_COM_S_BECOMEPIG:
#endif

#ifdef _PETSKILL_SHOWMERCY
		case BATTLE_COM_S_SHOWMERCY:
#endif

#ifdef _PETSKILL_GYRATE
		case BATTLE_COM_S_GYRATE:
			if( COM == BATTLE_COM_S_GYRATE ){
				int i,j=0,f_num,temp[5]={0};
				char szWork[256];
                defNo = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM2 );
			    if(defNo < 5)
					f_num = 0;
				else if(defNo >=5 && defNo < 10)
					f_num = 5;
				else if(defNo >=10 && defNo < 15)
					f_num = 10;
				else
					f_num = 15;

				// 取出战场上存活的人
				for( i=f_num; i<f_num+5; i++ ){
					if(BATTLE_TargetCheck(battleindex, i) != FALSE){
						temp[j++] = i;
					}
				}

				sprintf( szWork, "BH|a%X|", attackNo ); //下攻击指令
				BATTLESTR_ADD( szWork );

				for(i=0;i<j;i++){
					//int atk_index = BATTLE_No2Index( battleindex, attackNo );
					//int def_index = BATTLE_No2Index( battleindex, temp[i] );

					BATTLE_Attack( battleindex, attackNo, temp[i] );
				}

				BATTLESTR_ADD( "FF|" );
				break;
			}
#endif

#ifdef _PETSKILL_FIREKILL
		case BATTLE_COM_S_FIREKILL:
			if( COM == BATTLE_COM_S_FIREKILL ){
				int i;
				defNo = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM2 );

                //目标死亡,或不存在,或地球一周
				if( BATTLE_TargetCheck(battleindex, defNo) == FALSE
					|| CHAR_getWorkInt( BATTLE_No2Index( battleindex, defNo ), CHAR_WORKBATTLECOM1 ) == BATTLE_COM_S_EARTHROUND0 ){

					//随意找一只打
					if( defNo < 10 ){
	                    for( i=0;i<10;i++ )
							if( BATTLE_TargetCheck(battleindex, i)
								&& CHAR_getWorkInt( BATTLE_No2Index( battleindex, i ), CHAR_WORKBATTLECOM1 ) != BATTLE_COM_S_EARTHROUND0){
								defNo = i;
								break;
							}
					}
					else{
						for( i=10;i<20;i++ )
							if( BATTLE_TargetCheck(battleindex, i)
								&& CHAR_getWorkInt( BATTLE_No2Index( battleindex, i ), CHAR_WORKBATTLECOM1 ) != BATTLE_COM_S_EARTHROUND0){
								defNo = i;
								break;
							}
					}
					if( BATTLE_TargetCheck(battleindex, defNo) == FALSE
						|| CHAR_getWorkInt( BATTLE_No2Index( battleindex, defNo ), CHAR_WORKBATTLECOM1 ) == BATTLE_COM_S_EARTHROUND0 ) {
#ifdef _CHECK_BATTLETIME
							check_battle_com_end( COM);
#endif
							return 0;
					}
				}

				// 防止同队互打
	//			if( BATTLE_CheckSameSide( charaindex, defNo) == 1 ){
		//			BATTLE_NoAction( battleindex, attackNo );
		//			CHAR_talkToCli( charaindex, -1, "不能对同队使用此技能!", CHAR_COLORYELLOW);
     //               break;
		//		}

				//物理攻击减少为80%
		        CHAR_setWorkInt(charaindex,CHAR_WORKATTACKPOWER,((float)CHAR_getWorkInt(charaindex,CHAR_WORKFIXSTR)*0.8));

				sprintf( szWork, "Bf|a%X|", attackNo );
				BATTLESTR_ADD( szWork );

				BATTLE_Attack_FIREKILL( battleindex, attackNo, defNo );

				BATTLE_MultiAttMagic_Fire(battleindex,attackNo,defNo,2,200);//2与200代表火属性魔法200伤害
				BATTLESTR_ADD( "FF|" );

				break;
			}
#endif

#ifdef _PETSKILL_HECTOR
		case BATTLE_COM_S_HECTOR:
			if( COM == BATTLE_COM_S_HECTOR ){
				int def_index = -1;

				defNo = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM2 );//取得被攻击者的位置
				def_index = BATTLE_No2Index( battleindex, defNo );//取得被攻击者的idx

				// 防止同队互打
	//			if( BATTLE_CheckSameSide( charaindex, defNo) == 1 ){
		//			BATTLE_NoAction( battleindex, attackNo );	break;
		//		}

				if( !CHAR_CHECKINDEX( def_index ) ) break;

				if( PROFESSION_BATTLE_StatusAttackCheck( charaindex, def_index, 2, 60 ) )
					CHAR_setWorkInt( def_index, StatusTbl[2], 1);//设定麻痹
			}
#endif
#ifdef _PETSKILL_ANTINTER
		case BATTLE_COM_S_ANTINTER:
			if( COM == BATTLE_COM_S_ANTINTER ){
				int skill;
				defNo = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM2 );
				if( CHAR_getInt( BATTLE_No2Index( battleindex, defNo ), CHAR_WHICHTYPE ) == CHAR_TYPEPET
				    && CHAR_getInt( BATTLE_No2Index( battleindex, defNo ), CHAR_HP ) <= 0 ){
					skill = CHAR_GETWORKINT_LOW(charaindex,CHAR_WORKBATTLECOM3);
					ContFlg = BATTLE_S_AttackDamage( battleindex, attackNo, defNo, BATTLE_COM_S_ANTINTER, skill);
					break;
				}
			}
#endif

#ifdef _PETSKILL_RETRACE
		case BATTLE_COM_S_RETRACE:
			if ( COM == BATTLE_COM_S_RETRACE ) CHAR_setWorkInt( charaindex, CHAR_WORKRETRACE, 1);
#endif
			CHAR_setFlg( charaindex, CHAR_ISATTACKED, 1 );
			if( gWeponType == ITEM_BOW ){
				for( attack_count = 0; attack_count < 10; attack_count++ ){
					defNo = aDefList[attack_count];
					if( attackNo == defNo )continue;
					if( BATTLE_TargetCheck( battleindex, defNo ) == TRUE )
						break;
				}
				if( attack_count >= 10 ){
					BATTLE_NoAction( battleindex, attackNo );
					break;
				}
				defNo = aDefList[0];
			}else
				if( (defNo = BATTLE_TargetAdjust( battleindex, charaindex, myside )) < 0
				||  defNo == attackNo){
					BATTLE_NoAction( battleindex, attackNo );
					break;
				}
				if( COM == BATTLE_COM_S_EARTHROUND0 ){
					sprintf( szWork, "BI|a%X|", attackNo );
				}else	{
#ifdef _FIXBUG_ATTACKBOW
					if( CHAR_getWorkInt( charaindex, CHAR_WORKITEMMETAMO) > 0 ||
						CHAR_getWorkInt( charaindex, CHAR_WORKNPCMETAMO) > 0
						|| CHAR_getWorkInt( charaindex, CHAR_WORKFOXROUND ) != -1 ){ //若是变成小狐狸

						if( gWeponType == ITEM_BOW || gWeponType == ITEM_BOUNDTHROW ||
							gWeponType == ITEM_BREAKTHROW || gWeponType == ITEM_BOOMERANG)	{
							CHAR_talkToCli( charaindex, -1, "变身中无法使用远距离武器!!", CHAR_COLORYELLOW);
							continue;
						}

					}
#endif

					if( gWeponType == ITEM_BOW )	sprintf( szWork, "BB|a%X|w0|", attackNo );
					else if( gWeponType == ITEM_BOUNDTHROW ) //若是丢斧头
						sprintf( szWork, "BB|a%X|w1|", attackNo );
					else if( gWeponType == ITEM_BREAKTHROW )
						sprintf( szWork, "BB|a%X|w2|", attackNo );
					else sprintf( szWork, "BH|a%X|", attackNo );
				}

#ifdef _SHOOTCHESTNUT	// Syu ADD 宠技：丢栗子
				if ( COM == BATTLE_COM_S_ATTSHOOT )
					sprintf( szWork, "BB|a%X|w0|", attackNo );
#endif

				BATTLESTR_ADD( szWork );
				if( COM == BATTLE_COM_S_CHARGE_OK ||
					COM == BATTLE_COM_S_EARTHROUND0 ){
					CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM1, BATTLE_COM_NONE );
				}else{

#ifdef _SHOOTCHESTNUT	// Syu ADD 宠技：丢栗子
					if ( CHAR_getWorkInt(charaindex, CHAR_WORKBATTLECOM1) != BATTLE_COM_S_ATTSHOOT)
#endif
#ifdef _PETSKILL_SHOWMERCY
					if( CHAR_getWorkInt(charaindex, CHAR_WORKBATTLECOM1) != BATTLE_COM_S_SHOWMERCY)
#endif
						CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM1,BATTLE_COM_ATTACK );
				}
				for( attack_count = 0, k = 0;; ){
					if( gWeponType == ITEM_BOW ){
						if( BATTLE_TargetCheck( battleindex, defNo ) == FALSE ){
							attack_flg = 0;
						}else{
							attack_flg = 1;
						}
					}


					if( attack_flg ){


						ContFlg = BATTLE_Attack( battleindex, attackNo, defNo );
#ifdef _PETSKILL_RETRACE
						if( Battle_Attack_ReturnData_x.Battle_Attack_ReturnData == BATTLE_RET_DODGE
							&& COM == BATTLE_COM_S_RETRACE ){
							if( RAND(1,100) < 80 ){ //80%机率发动2次攻击
								//攻+20%

								CHAR_setWorkInt( BATTLE_No2Index( battleindex, attackNo ),
									CHAR_WORKATTACKPOWER,
									( CHAR_getWorkInt( BATTLE_No2Index( battleindex, attackNo ), CHAR_WORKFIXSTR) + ( CHAR_getWorkInt( BATTLE_No2Index( battleindex, attackNo ), CHAR_WORKFIXSTR) * 0.2 ) ) );

								BATTLE_Attack( battleindex, attackNo, defNo );

							}
							Battle_Attack_ReturnData_x.Battle_Attack_ReturnData = 0;
						}
#endif
						BATTLE_AddProfit( battleindex, aAttackList);
						if( ++attack_count >= attack_max ) break;
						if( CHAR_getInt( charaindex, CHAR_HP ) <= 0 ) {
							ContFlg = FALSE;
							break;
						}
					}
					defNo = aDefList[++k];
					if( defNo < 0 ) break;
					CHAR_setWorkInt( charaindex, CHAR_WORKBATTLECOM2, defNo );
					if( gWeponType == ITEM_BOW ){
					}else
						if( (defNo = BATTLE_TargetAdjust( battleindex, charaindex, myside )) < 0 ){
							break;
						}
						if( BATTLE_CountAlive( battleindex, 0) == 0 || BATTLE_CountAlive( battleindex, 1) == 0)	{
							break;
						}
				}
				gBattleDamageModyfy = 1.0;
				gBattleDuckModyfy = 0;

			for( k = 0; k < 5 && ContFlg == TRUE; k ++ ){
				if( ( k & 1 ) == 1 ){
					attackNoSub = attackNo;
					defNoSub = defNo;
				}else{
					defNoSub = attackNo;
					attackNoSub = defNo;
				}

				ContFlg = BATTLE_Counter(battleindex, attackNoSub, defNoSub );

				aAttackList[0] = attackNoSub;
				aAttackList[1] = -1;
				BATTLE_AddProfit( battleindex, aAttackList);
			}
			aAttackList[0] = -1;
			BATTLESTR_ADD( "FF|" );

#ifdef _PETSKILL_BECOMEFOX // 向对方使用媚惑术
		if ( (COM == BATTLE_COM_S_BECOMEFOX )
			 && (Battle_Attack_ReturnData_x.Battle_Attack_ReturnData != BATTLE_RET_MISS)  //没有miss
			 && (Battle_Attack_ReturnData_x.Battle_Attack_ReturnData != BATTLE_RET_DODGE) //没有闪避过
			 && (Battle_Attack_ReturnData_x.Battle_Attack_ReturnData != BATTLE_RET_ALLGUARD)
			 && (Battle_Attack_ReturnData_x.Battle_Attack_ReturnData != BATTLE_RET_ARRANGE)
			 && (BATTLE_TargetCheck( battleindex, defNo )) //还活着
			 && (rand()%100 < 31)
			 && (CHAR_getInt( BATTLE_No2Index( battleindex, defNo ), CHAR_WHICHTYPE ) != CHAR_TYPEPLAYER)  //只有宠物(CHAR_TYPEPET)才可以被媚惑
		     && (CHAR_getWorkInt( BATTLE_No2Index( battleindex, defNo ), CHAR_WORK_PETFLG ) != 0 )
#ifdef _PETSKILL_BECOMEPIG
			 && (CHAR_getInt( charaindex, CHAR_BECOMEPIG) == -1)//没有处於乌力化
#endif
			 )
		{
			int ToList[SIDE_OFFSET*2+1];
		    int	defindex = BATTLE_No2Index( battleindex, defNo );

			BATTLE_MultiList( battleindex, defNo, ToList );
			BATTLE_MagicEffect( battleindex, defNo, ToList, 101120, 101750);

	        CHAR_setWorkInt( defindex, CHAR_WORKFOXROUND, pBattle->turn );

			if( CHAR_getInt( defindex, CHAR_RIDEPET) != -1 )	{ //骑宠就要让他落马
                CHAR_setInt( defindex, CHAR_RIDEPET, -1 );
				BATTLE_changeRideImage( defindex );
				CHAR_setWorkInt( defindex, CHAR_WORKPETFALL, 1 );
			}

			CHAR_setInt( defindex, CHAR_BASEIMAGENUMBER, 101749);
		}
#endif
#ifdef _PETSKILL_BECOMEPIG // 向对方使用乌力化
		if ( (COM == BATTLE_COM_S_BECOMEPIG )
			 && (Battle_Attack_ReturnData_x.Battle_Attack_ReturnData != BATTLE_RET_MISS)  //没有miss
			 && (Battle_Attack_ReturnData_x.Battle_Attack_ReturnData != BATTLE_RET_DODGE) //没有闪避过
			 && (Battle_Attack_ReturnData_x.Battle_Attack_ReturnData != BATTLE_RET_ALLGUARD)
			 && (Battle_Attack_ReturnData_x.Battle_Attack_ReturnData != BATTLE_RET_ARRANGE)
			 && (BATTLE_TargetCheck( battleindex, defNo )) //还活着
		     && (CHAR_getInt( BATTLE_No2Index( battleindex, defNo ), CHAR_WHICHTYPE ) == CHAR_TYPEPLAYER)  //只有玩家才可以被乌力化
		     && (BATTLE_CheckSameSide( charaindex, defNo) != 1 ) // 防止同队互打
			 && CHAR_getInt( BATTLE_No2Index( battleindex, defNo ), CHAR_BECOMEPIG) < 2000000000 ) //防止破表
		{
			char temp[64];
			int ToList[SIDE_OFFSET*2+1], compute,petrate,pettime,pigbbi=100250;
			char *pszOption=NULL;
		    int	defindex = BATTLE_No2Index( battleindex, defNo );
			pszOption = PETSKILL_getChar( CHAR_GETWORKINT_LOW( charaindex, CHAR_WORKBATTLECOM3 ), PETSKILL_OPTION );
			if( pszOption )
			    sscanf( pszOption, "%d %d %d", &petrate, &pettime, &pigbbi);
            else
				petrate = 100, pettime = 60, pigbbi = 100250;

			if( rand()%100 < petrate ){
			    CHAR_setWorkInt( defindex, CHAR_WORKITEMMETAMO, 0);//道具变身取消
			    CHAR_setWorkInt( defindex, CHAR_WORKNPCMETAMO, 0 );//NPC变身取消
                CHAR_setWorkInt( defindex, CHAR_WORKFOXROUND, -1);//媚惑术变身取消

			    BATTLE_MultiList( battleindex, defNo, ToList );
			    BATTLE_MagicEffect( battleindex, defNo, ToList, 101120, 101750);

			    if( CHAR_getInt( defindex, CHAR_RIDEPET) != -1 ){ //骑宠就要让他落马
                    CHAR_setInt( defindex, CHAR_RIDEPET, -1 );
				    BATTLE_changeRideImage( defindex );
				    CHAR_setWorkInt( defindex, CHAR_WORKPETFALL, 1 );
				}

				CHAR_setInt( defindex, CHAR_BECOMEPIG_BBI, pigbbi );

			    compute = CHAR_getInt( defindex, CHAR_BECOMEPIG);
			    CHAR_setInt( defindex, CHAR_BASEIMAGENUMBER, CHAR_getInt( defindex, CHAR_BECOMEPIG_BBI ) );
			    if( compute == -1 )//第一次中
			        CHAR_setInt( defindex, CHAR_BECOMEPIG, pettime + 1 + compute ); //乌力化时间(单位:秒)
                else
			        CHAR_setInt( defindex, CHAR_BECOMEPIG, pettime + compute );
                sprintf(temp, "乌力时间:%d秒", CHAR_getInt( defindex, CHAR_BECOMEPIG) );
			    CHAR_talkToCli( defindex, -1, temp, CHAR_COLORYELLOW);

    			print("\n乌力化开始0:%s,round:%d", CHAR_getChar( defindex, CHAR_NAME), CHAR_getWorkInt( defindex, CHAR_WORKFOXROUND));
			}
		}
#endif
			break;
//以下处理特殊攻击
		case BATTLE_COM_BOOMERANG:
			gBattleDamageModyfy = 0.3;
			defNo = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM2 );
			if( defNo < 0 ){
				defNo = BATTLE_DefaultAttacker( battleindex, 1 - myside );
			}
			if( 0 <= defNo && defNo <= 19 ){
				defNo /= 5;	//
			}else{
				BATTLE_NoAction( battleindex, attackNo );
				break;
			}
			if( (int)(attackNo / 5 ) == defNo ){
				BATTLE_NoAction( battleindex, attackNo );
				break;
			}
			{
				int *pBoomerangTbl = BoomerangVsTbl[defNo];
				for( k = 0; k < 5; k ++ ){
					if(	BATTLE_TargetCheck( battleindex, pBoomerangTbl[k] ) == FALSE ){
						continue;
					}else{
						break;
					}
				}
				if( k == 5 ){
					defNo = BATTLE_DefaultAttacker( battleindex, 1 - myside );
					if( 0 <= defNo && defNo <= 19 ){
						defNo /= 5;
					}else{
						BATTLE_NoAction( battleindex, attackNo );
						break;
					}
				}
			}
			sprintf( szWork, "BO|a%X|", attackNo );
			BATTLESTR_ADD( szWork );
			{
				int *pBoomerangTbl = BoomerangVsTbl[defNo];
				if( myside == 1 ){
					k = 4; j = -1;
				}else{
					k = 0; j = 1;
				}
				for( ; ; k += j ){
					if( j > 0 && k > 4 )break;
					if( j < 0 && k < 0 )break;
					defNo = pBoomerangTbl[k];
					if(	BATTLE_TargetCheck( battleindex, defNo ) == FALSE ){
						continue;
					}
					BATTLE_Attack( battleindex, attackNo, defNo );
				}
			}
			gBattleDamageModyfy = 1.0;
			gBattleDuckModyfy = 0;
			BATTLESTR_ADD( "FF|" );
			break;

		//---------------------------------------------
		case BATTLE_COM_CAPTURE:
			if( (defNo = BATTLE_TargetAdjust( battleindex, charaindex, myside )) < 0 ){
				BATTLE_NoAction( battleindex, attackNo );
				break;
			}
			BATTLE_Capture( battleindex, attackNo, defNo );
			break;

		//---------------------------------------------
#ifdef _VARY_WOLF
		case BATTLE_COM_S_VARY:
			{
				int ToList[SIDE_OFFSET*2+1];
				int bk_amn = 0;

				if( (defNo = BATTLE_TargetAdjust( battleindex, charaindex, myside )) < 0 ){
					BATTLE_NoAction( battleindex, attackNo );
					break;
				}
				bk_amn = (CHAR_getInt( charaindex, CHAR_BASEBASEIMAGENUMBER) + 5) + (myside*4);
				BATTLE_MultiList( battleindex, defNo, ToList );
				BATTLE_MagicEffect( battleindex, attackNo, ToList, 101120, bk_amn);
			}
			break;
#endif
		case BATTLE_COM_GUARD:
			BATTLE_Guard( battleindex, attackNo );

			break;
		case BATTLE_COM_ESCAPE:
			if( CHAR_getInt( charaindex, CHAR_WHICHTYPE ) != CHAR_TYPEPET ){
				if (BATTLE_Escape(battleindex, attackNo, 0) == TRUE)
				{
					if (CHAR_getWorkInt(charaindex, CHAR_WORKFMPKFLAG) == 1)
						CHAR_setWorkInt(charaindex, CHAR_WORKFMPKFLAG, -1);
#ifdef _ESCAPE_RESET // 恶宝中纪录逃跑时间
					if( getStayEncount( getfdFromCharaIndex(charaindex) ) ) {
						CHAR_setWorkInt( charaindex, CHAR_WORKLASTESCAPE, time(NULL));
						//print(" 逃了 ");
					}
#endif
				}
			}
			break;
		case BATTLE_COM_COMPELESCAPE: //强制离开
			if( CHAR_getInt( charaindex, CHAR_WHICHTYPE ) != CHAR_TYPEPET ){
				BATTLE_Escape( battleindex, attackNo, 1);
				if (CHAR_getWorkInt(charaindex, CHAR_WORKFMPKFLAG) == 1)
					CHAR_setWorkInt(charaindex, CHAR_WORKFMPKFLAG, -1);
			}
			break;

		case BATTLE_COM_PETIN:
			if( CHAR_getInt( charaindex, CHAR_DEFAULTPET ) == -1 ){
				BATTLE_NoAction( battleindex, attackNo );
				break;
			}
			{
				char szWork[256];
				snprintf( szWork, sizeof( szWork ), "K%d", CHAR_getInt( charaindex, CHAR_DEFAULTPET ) );
				CHAR_sendStatusString( charaindex, szWork );

			}
			BATTLE_PetIn( battleindex, attackNo );
			lssproto_KS_send(
				getfdFromCharaIndex( charaindex ),
				CHAR_getInt( charaindex, CHAR_DEFAULTPET ), 1 );
			break;
		case BATTLE_COM_PETOUT:
			if( CHAR_getInt( charaindex, CHAR_DEFAULTPET ) != -1 ){
				lssproto_KS_send(
					getfdFromCharaIndex( charaindex ),
					CHAR_getInt( charaindex, CHAR_DEFAULTPET ), 1 );
				{
					char szWork[256];
					snprintf( szWork, sizeof( szWork ), "K%d", CHAR_getInt( charaindex, CHAR_DEFAULTPET ) );
					CHAR_sendStatusString( charaindex, szWork );

				}
				BATTLE_PetIn( battleindex, attackNo );
			}
			// shan 2002/01/14 Begin  五只宠
			{
				int attackindex, petNo;

				attackindex = BATTLE_No2Index( battleindex, attackNo );
				petNo = CHAR_getWorkInt( attackindex, CHAR_WORKBATTLECOM2 );
				if( CHAR_getWorkInt(charaindex, CHAR_WORK_PET0_STAT+petNo) != PET_STAT_SELECT)
					break;
			}
			// shan End
			BATTLE_PetOut( battleindex, attackNo );
			lssproto_KS_send(
				getfdFromCharaIndex( charaindex ),
				CHAR_getInt( charaindex, CHAR_DEFAULTPET ), 1 );
			break;
// Terry add 2001/11/05
#ifdef __ATTACK_MAGIC
		case BATTLE_COM_S_ATTACK_MAGIC: // 宠物魔法
			magic = CHAR_GETWORKINT_LOW(charaindex,CHAR_WORKBATTLECOM3);
			toindex = CHAR_getWorkInt(charaindex,CHAR_WORKBATTLECOM2);
//			print("magic->%d,toindex->%d\n",magic,toindex);
			// 判断攻    围
			for(magic_count=0;magic_count<MAX_MAGIC_NUMBER;magic_count++){
				// 比对魔法的id值来找出魔法的攻击  围
				if(magic == TargetIndex[magic_count][0]){
					// 如果是打全体的魔法
					if(TargetIndex[magic_count][1] == 20)
						toindex = TargetIndex[magic_count][1];
					// 如果不是打单人的魔法
					else if(TargetIndex[magic_count][1] != -1){
						// 如果是打右下的後面那一排
						if(toindex >= 0 && toindex <= 4)
							toindex = TargetIndex[magic_count][1];
						// 打右下的前面那一排
						else
							toindex = TargetIndex[magic_count][1]-1;
					}
					break;
				}
			}
//			print("toindex->%d\n",toindex);
			MAGIC_DirectUse(charaindex,magic,toindex,CHAR_GETWORKINT_HIGH(charaindex,CHAR_WORKBATTLECOM3));
			BATTLE_AddProfit( battleindex, aAttackList );
		break;
#endif
		case BATTLE_COM_JYUJYUTU:
			MAGIC_DirectUse(
				charaindex,
				CHAR_GETWORKINT_LOW( charaindex, CHAR_WORKBATTLECOM3 ),
				CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM2 ),
				CHAR_GETWORKINT_HIGH( charaindex, CHAR_WORKBATTLECOM3 )
			);
			break;

		case BATTLE_COM_ITEM:
			itemindex = CHAR_getItemIndex(charaindex,
				CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM3 ));
			if( ITEM_CHECKINDEX( itemindex ) == FALSE ){
				print( "\nerr:要使用的item位置奇怪(%s)(%d)\n",
					CHAR_getUseName( charaindex ), CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM3 )  );
				break;
			}

#if 1 // Robin fix 战斗不可换防具饰品
			{
				int itemtype = ITEM_getInt( itemindex, ITEM_TYPE );
				if( itemtype == ITEM_HELM
					|| itemtype == ITEM_ARMOUR
					|| itemtype == ITEM_BRACELET
					//|| itemtype == ITEM_MUSIC
					|| itemtype == ITEM_NECKLACE
					|| itemtype == ITEM_RING
					|| itemtype == ITEM_BELT
					|| itemtype == ITEM_EARRING
					|| itemtype == ITEM_NOSERING
					|| itemtype == ITEM_AMULET
					//|| itemtype == CHAR_HEAD
					)
				{
					print("\n 改封包!战斗不可换防具!!:%s ", CHAR_getChar( charaindex, CHAR_CDKEY) );
					break;
				}
			}
#endif

#ifdef _FIXBUG_ATTACKBOW
			{
				if( CHAR_getWorkInt( charaindex, CHAR_WORKITEMMETAMO) > 0 ||
					CHAR_getWorkInt( charaindex, CHAR_WORKNPCMETAMO) > 0
					|| CHAR_getWorkInt( charaindex, CHAR_WORKFOXROUND ) != -1 ){ //若是变成小狐狸

					int armtype;
					int itemindex = CHAR_getItemIndex( charaindex, CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM3 ));
					if( !ITEM_CHECKINDEX(itemindex) )  break;
					armtype = ITEM_getInt( itemindex, ITEM_TYPE );

					if( armtype == ITEM_BOW || armtype == ITEM_BOUNDTHROW ||
						armtype == ITEM_BREAKTHROW || armtype == ITEM_BOOMERANG)	{
						CHAR_talkToCli( charaindex, -1, "变身无法使用远距离武器！", CHAR_COLORYELLOW );
						break;
					}
				}
			}
#endif

			CHAR_ItemUse(
				charaindex,
				CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM2 ),
				CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM3 )
				);


			if( ITEM_getEquipPlace( charaindex, itemindex ) == CHAR_ARM ){
				sprintf( szWork, "BN|a%X|%X|", attackNo,
					CHAR_getInt( charaindex, CHAR_BASEIMAGENUMBER ) );
				BATTLESTR_ADD( szWork );

#ifdef _PROFESSION_SKILL			// WON ADD 人物职业技能
				// 武器专精
				BATTLE_ProfessionStatus_init( battleindex, charaindex );
#endif

			}else{
			}

			break;

#ifdef _PSKILL_FALLGROUND
		case BATTLE_COM_S_FALLRIDE://落马术
			if( (defNo = BATTLE_TargetAdjust( battleindex, charaindex, myside )) < 0 ){
				BATTLE_NoAction( battleindex, attackNo );
				print("\n BATTLE_NoAction()");
				break;
			}
			ContFlg = BATTLE_S_FallGround( battleindex, attackNo, defNo, BATTLE_COM_S_FALLRIDE);
			break;

#endif
#ifdef _PETSKILL_EXPLODE
		case BATTLE_COM_S_EXPLODE:
			if( (defNo = BATTLE_TargetAdjust( battleindex, charaindex, myside )) < 0 ){
				BATTLE_NoAction( battleindex, attackNo );
				print("\n BATTLE_NoAction()");
				break;
			}
			ContFlg = BATTLE_S_Explode( battleindex, attackNo, defNo, BATTLE_COM_S_EXPLODE);
			break;
#endif

#ifdef _PETSKILL_TIMID
		case BATTLE_COM_S_TIMID:
			{
				int skill;
				if( (defNo = BATTLE_TargetAdjust( battleindex, charaindex, myside )) < 0 ){
					BATTLE_NoAction( battleindex, attackNo );
					print("\n BATTLE_NoAction()");
					break;
				}
				skill = CHAR_GETWORKINT_LOW(charaindex,CHAR_WORKBATTLECOM3);
				ContFlg = BATTLE_S_AttackDamage( battleindex, attackNo, defNo, BATTLE_COM_S_TIMID, skill);
			}
			break;
#endif
#ifdef _PETSKILL_2TIMID
		case BATTLE_COM_S_2TIMID:
			{
				int skill;
				if( (defNo = BATTLE_TargetAdjust( battleindex, charaindex, myside )) < 0 ){
					BATTLE_NoAction( battleindex, attackNo );
					print("\n BATTLE_NoAction()");
					break;
				}
				skill = CHAR_GETWORKINT_LOW(charaindex,CHAR_WORKBATTLECOM3);
				ContFlg = BATTLE_S_AttackDamage( battleindex, attackNo, defNo, BATTLE_COM_S_2TIMID, skill);
			}
			break;
#endif

#ifdef _PETSKILL_PROPERTY
		case BATTLE_COM_S_PROPERTYSKILL:
			{
				int skill;
				skill = CHAR_GETWORKINT_LOW(charaindex,CHAR_WORKBATTLECOM3);
				BATTLE_S_PetSkillProperty( battleindex, attackNo, COM, skill);
				BATTLE_NoAction( battleindex, attackNo );
			}
		break;
#endif

#ifdef _BATTLE_LIGHTTAKE
		case BATTLE_COM_S_LIGHTTAKE:
			{
				int skill;
				if( (defNo = BATTLE_TargetAdjust( battleindex, charaindex, myside )) < 0 ){
					BATTLE_NoAction( battleindex, attackNo );
					print("\n BATTLE_NoAction()");
					break;
				}
				skill = CHAR_GETWORKINT_LOW(charaindex,CHAR_WORKBATTLECOM3);
				ContFlg = BATTLE_S_AttackDamage( battleindex, attackNo, defNo, BATTLE_COM_S_LIGHTTAKE, skill);
			}
		break;
#endif

#ifdef _SKILL_DAMAGETOHP
		case BATTLE_COM_S_DAMAGETOHP:	//嗜血技
			{
				int skill;
				if( (defNo = BATTLE_TargetAdjust( battleindex, charaindex, myside )) < 0 ){
					BATTLE_NoAction( battleindex, attackNo );
					print("\n BATTLE_NoAction()");
					break;
				}
				skill = CHAR_GETWORKINT_LOW(charaindex,CHAR_WORKBATTLECOM3);
				ContFlg = BATTLE_S_AttackDamage( battleindex, attackNo, defNo, BATTLE_COM_S_DAMAGETOHP, skill);
			}
			break;
#endif

#ifdef _PETSKILL_DAMAGETOHP
		case BATTLE_COM_S_DAMAGETOHP2:	//暗月狂狼(嗜血技的变体)
			{
				int skill,attackidxtemp;
				attackidxtemp = BATTLE_No2Index( battleindex, attackNo );

				if( (defNo = BATTLE_TargetAdjust( battleindex, charaindex, myside )) < 0 ){
					BATTLE_NoAction( battleindex, attackNo );
					print("\n BATTLE_NoAction()");
					break;
				}
				skill = CHAR_GETWORKINT_LOW(charaindex,CHAR_WORKBATTLECOM3);
				ContFlg = BATTLE_S_AttackDamage( battleindex, attackNo, defNo, BATTLE_COM_S_DAMAGETOHP2, skill);

			}
			break;
#endif

#ifdef _Skill_MPDAMAGE
		case BATTLE_COM_S_MPDAMAGE:	//MP伤害
			{
				int skill;
				if( (defNo = BATTLE_TargetAdjust( battleindex, charaindex, myside )) < 0 ){
					BATTLE_NoAction( battleindex, attackNo );
					print("\n BATTLE_NoAction()");
					break;
				}
				skill = CHAR_GETWORKINT_LOW(charaindex,CHAR_WORKBATTLECOM3);
				ContFlg = BATTLE_S_AttackDamage( battleindex, attackNo, defNo, BATTLE_COM_S_MPDAMAGE, skill);
				break;
			}
			break;
#endif
#ifdef _SKILL_TOOTH
		case BATTLE_COM_S_TOOTHCRUSHE:
			{
				int skill;
				if( (defNo = BATTLE_TargetAdjust( battleindex, charaindex, myside )) < 0 ){
					BATTLE_NoAction( battleindex, attackNo );
					print("\n BATTLE_NoAction()");
					break;
				}
				skill = CHAR_GETWORKINT_LOW(charaindex,CHAR_WORKBATTLECOM3);
				ContFlg = BATTLE_S_AttackDamage( battleindex, attackNo, defNo, BATTLE_COM_S_TOOTHCRUSHE, skill);
				break;
			}
			break;
#endif
#ifdef _PSKILL_MODIFY
		case BATTLE_COM_S_MODIFYATT:
			{
				int skill;
				if( (defNo = BATTLE_TargetAdjust( battleindex, charaindex, myside )) < 0 ){
					BATTLE_NoAction( battleindex, attackNo );
					print("\n BATTLE_NoAction()");
					break;
				}
				skill = CHAR_GETWORKINT_LOW(charaindex,CHAR_WORKBATTLECOM3);
				ContFlg = BATTLE_S_AttackDamage( battleindex, attackNo, defNo, BATTLE_COM_S_MODIFYATT, skill);
			}
			break;
#endif
#ifdef _PSKILL_MDFYATTACK
		case BATTLE_COM_S_MDFYATTACK:
			{
				int skill;
				if( (defNo = BATTLE_TargetAdjust( battleindex, charaindex, myside )) < 0 ){
					BATTLE_NoAction( battleindex, attackNo );
					print("\n BATTLE_NoAction()");
					break;
				}
				skill = CHAR_GETWORKINT_LOW(charaindex,CHAR_WORKBATTLECOM3);
				ContFlg = BATTLE_S_AttackDamage( battleindex, attackNo, defNo, BATTLE_COM_S_MDFYATTACK, skill);
			}
			break;
#endif

#ifdef _PETSKILL_TEAR
		case BATTLE_COM_S_PETSKILLTEAR:
			{
				int skill;
				if( (defNo = BATTLE_TargetAdjust( battleindex, charaindex, myside )) < 0 ){
					BATTLE_NoAction( battleindex, attackNo );
					print("\n BATTLE_NoAction()");
					break;
				}
				skill = CHAR_GETWORKINT_LOW( charaindex, CHAR_WORKBATTLECOM3);
				ContFlg = BATTLE_S_AttackDamage( battleindex, attackNo, defNo, BATTLE_COM_S_PETSKILLTEAR, skill);
			}
			break;
#endif

#ifdef _SONIC_ATTACK				// WON ADD 音波攻击
		case BATTLE_COM_S_SONIC:
			{
				int skill, defNo2=-1, index2=-1;

				if( (defNo = BATTLE_TargetAdjust( battleindex, charaindex, myside )) < 0 ){
					BATTLE_NoAction( battleindex, attackNo );
					print("\n BATTLE_NoAction()");
					break;
				}
				skill = CHAR_GETWORKINT_LOW( charaindex, CHAR_WORKBATTLECOM3);

				if( defNo >= 15 && defNo < 20 )		defNo2 = defNo - 5;
				else if( defNo >= 5 && defNo < 10 )	defNo2 = defNo - 5;
				else								defNo2 = -1;

				battleindex = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEINDEX );
				index2 = BATTLE_No2Index( battleindex, defNo2 );

				ContFlg = BATTLE_S_AttackDamage( battleindex, attackNo, defNo, BATTLE_COM_S_SONIC, skill );

				if( index2 >= 0 ){
					if( defNo2 >= 0 ){
						ContFlg = BATTLE_S_AttackDamage( battleindex, attackNo, defNo2, BATTLE_COM_S_SONIC2, skill );
					}
				}

			}
			break;
#endif

#ifdef _PETSKILL_REGRET
		case BATTLE_COM_S_REGRET:
			{
				int skill, defNo2=-1, index2=-1;

				if( (defNo = BATTLE_TargetAdjust( battleindex, charaindex, myside )) < 0 ){
					BATTLE_NoAction( battleindex, attackNo );
					print("\n BATTLE_NoAction()");
					break;
				}
				skill = CHAR_GETWORKINT_LOW( charaindex, CHAR_WORKBATTLECOM3);

				if( defNo >= 15 && defNo < 20 )		defNo2 = defNo - 5;
				else if( defNo >= 5 && defNo < 10 )	defNo2 = defNo - 5;
				else								defNo2 = -1;

				battleindex = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEINDEX );
				index2 = BATTLE_No2Index( battleindex, defNo2 );

				ContFlg = BATTLE_S_AttackDamage( battleindex, attackNo, defNo, BATTLE_COM_S_REGRET, skill );
				if( index2 >= 0 ){
					if( defNo2 >= 0 ){
						ContFlg = BATTLE_S_AttackDamage( battleindex, attackNo, defNo2, BATTLE_COM_S_REGRET2, skill );
					}
				}

			}
			break;
#endif

#ifdef _MAGIC_SUPERWALL
		case BATTLE_COM_S_SUPERWALL:
			{
				int skill;
				defNo = CHAR_getWorkInt(charaindex,CHAR_WORKBATTLECOM2);
				skill = CHAR_GETWORKINT_LOW(charaindex,CHAR_WORKBATTLECOM3);
				ContFlg = PETSKILL_MagicStatusChange_Battle( battleindex, attackNo, defNo, skill);
			}
			break;
#endif
#ifdef _PETSKILL_SETDUCK
		case BATTLE_COM_S_SETDUCK:
			{
				int skill;
				defNo = CHAR_getWorkInt(charaindex,CHAR_WORKBATTLECOM2);
				skill = CHAR_GETWORKINT_LOW(charaindex,CHAR_WORKBATTLECOM3);
				ContFlg = PETSKILL_SetDuckChange_Battle( battleindex, attackNo, defNo, skill);
				break;
			}
#endif
#ifdef _MAGICPET_SKILL
		case BATTLE_COM_S_SETMAGICPET:
			{
			int skill;
			defNo = CHAR_getWorkInt(charaindex,CHAR_WORKBATTLECOM2);
			skill = CHAR_GETWORKINT_LOW(charaindex,CHAR_WORKBATTLECOM3);
			ContFlg = PETSKILL_SetMagicPet_Battle( battleindex, attackNo, defNo, skill);
			break;
			}
#endif
#ifdef _PRO_BATTLEENEMYSKILL
		case BATTLE_COM_S_ENEMYRELIFE:
			if( (defNo = BATTLE_TargetAdjust( battleindex, charaindex, myside )) < 0 ){
				BATTLE_NoAction( battleindex, attackNo );
				print("\n BATTLE_NoAction()");
				break;
			}

			ContFlg =BATTLE_E_ENEMYREFILE( battleindex, attackNo, defNo, BATTLE_COM_S_ENEMYRELIFE);
			if( ContFlg == FALSE )	{
					CHAR_setFlg( charaindex, CHAR_ISATTACKED, 1 );
					ContFlg = BATTLE_Attack( battleindex, attackNo, defNo );
					BATTLE_AddProfit( battleindex, aAttackList );
			}
			BATTLE_AddProfit( battleindex, aAttackList );
			break;

		case BATTLE_COM_S_ENEMYREHP:
			if( (defNo = BATTLE_TargetAdjust( battleindex, charaindex, myside )) < 0 ){
				BATTLE_NoAction( battleindex, attackNo );
				print("\n BATTLE_NoAction()");
				break;
			}
			ContFlg =BATTLE_E_ENEMYREHP( battleindex, attackNo, defNo, BATTLE_COM_S_ENEMYREHP);
			if( ContFlg == FALSE )	{
					CHAR_setFlg( charaindex, CHAR_ISATTACKED, 1 );
					ContFlg = BATTLE_Attack( battleindex, attackNo, defNo );
					BATTLE_AddProfit( battleindex, aAttackList );
			}
			BATTLE_AddProfit( battleindex, aAttackList );
			break;

		case BATTLE_COM_S_ENEMYHELP:
			if( (defNo = BATTLE_TargetAdjust( battleindex, charaindex, myside )) < 0 ){
				BATTLE_NoAction( battleindex, attackNo );
				print("\n BATTLE_NoAction()");
				break;
			}
			ContFlg =BATTLE_E_ENEMYHELP( battleindex, attackNo, defNo, BATTLE_COM_S_ENEMYREHP);
			if( ContFlg == FALSE )	{
					CHAR_setFlg( charaindex, CHAR_ISATTACKED, 1 );
					ContFlg = BATTLE_Attack( battleindex, attackNo, defNo );
					BATTLE_AddProfit( battleindex, aAttackList );
			}
			BATTLE_AddProfit( battleindex, aAttackList );
			break;
#endif
		case BATTLE_COM_S_GBREAK:	//破除防御

			if( (defNo = BATTLE_TargetAdjust( battleindex, charaindex, myside )) < 0 ){
				BATTLE_NoAction( battleindex, attackNo );
				break;
			}
			ContFlg = BATTLE_S_GBreak( battleindex, attackNo, defNo );
			break;
#ifdef _SKILL_GUARDBREAK2//破除防御2 vincent add 2002/05/20
		case BATTLE_COM_S_GBREAK2:
			//确定攻击对象
			if( (defNo = BATTLE_TargetAdjust( battleindex, charaindex, myside )) < 0 ){
				BATTLE_NoAction( battleindex, attackNo );
				break;
			}
			ContFlg = BATTLE_S_GBreak2( battleindex, attackNo, defNo );
			break;
#endif

#ifdef _SKILL_SACRIFICE
		case BATTLE_COM_S_SACRIFICE://救援 vincent add 2002/05/30
						//确定攻击对象
			if( (defNo = BATTLE_TargetAdjust( battleindex, charaindex, myside )) < 0 ){
				BATTLE_NoAction( battleindex, attackNo );
				break;
			}
			ContFlg = BATTLE_S_Sacrifice( battleindex, attackNo, defNo );

			break;
#endif

#ifdef _SKILL_REFRESH
		case BATTLE_COM_S_REFRESH://状态回复 vincent add 2002/08/08
			{
              int array;
			array = CHAR_GETWORKINT_LOW(charaindex,CHAR_WORKBATTLECOM3);
	        defNo = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM2 );
//			print("\n vincent--case BATTLE_COM_S_REFRESH:-->defNo:%d",defNo);
			ContFlg = BATTLE_S_Refresh( battleindex, attackNo, defNo ,array);
			}
			break;
#endif

#ifdef _SKILL_WEAKEN  //vincent宠技:虚弱
		case BATTLE_COM_S_WEAKEN:
			{
              int array;
			array = CHAR_GETWORKINT_LOW(charaindex,CHAR_WORKBATTLECOM3);
	        defNo = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM2 );
			//print("\n vincent--case BATTLE_COM_S_WEAKEN:-->defNo:%d",defNo);
			ContFlg = BATTLE_S_Weaken( battleindex, attackNo, defNo ,array);
			}
			break;
#endif

#ifdef _SKILL_DEEPPOISON  //vincent宠技:剧毒
		case BATTLE_COM_S_DEEPPOISON:
			{
              int array;
			array = CHAR_GETWORKINT_LOW(charaindex,CHAR_WORKBATTLECOM3);
	        defNo = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM2 );
			ContFlg = BATTLE_S_Deeppoison( battleindex, attackNo, defNo ,array);
			}
			break;
#endif

#ifdef _SKILL_BARRIER  //vincent宠技:魔障
		case BATTLE_COM_S_BARRIER:
			{
              int array;
			array = CHAR_GETWORKINT_LOW(charaindex,CHAR_WORKBATTLECOM3);
	        defNo = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM2 );
			ContFlg = BATTLE_S_Barrier( battleindex, attackNo, defNo ,array);
			}
			break;
#endif

#ifdef _SKILL_NOCAST  //vincent宠技:沉默
		case BATTLE_COM_S_NOCAST:
			{
              int array;
			array = CHAR_GETWORKINT_LOW(charaindex,CHAR_WORKBATTLECOM3);
	        defNo = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLECOM2 );
			ContFlg = BATTLE_S_Nocast( battleindex, attackNo, defNo ,array);
			}
			break;
#endif

#ifdef _SKILL_ROAR //vincent宠技:大吼
		case BATTLE_COM_S_ROAR:
			{
				int array;
						//确定攻击对象
			if( (defNo = BATTLE_TargetAdjust( battleindex, charaindex, myside )) < 0 ){
				BATTLE_NoAction( battleindex, attackNo );
				break;
			}
			array = CHAR_GETWORKINT_LOW(charaindex,CHAR_WORKBATTLECOM3);
			ContFlg = BATTLE_S_Roar( battleindex, attackNo, defNo ,array);
			}
			break;
#endif
		case BATTLE_COM_S_ABDUCT:
			{
				int array;
				if( (defNo = BATTLE_TargetAdjust( battleindex, charaindex, myside )) < 0 ){
					BATTLE_NoAction( battleindex, attackNo );
					break;
				}
				array = CHAR_GETWORKINT_LOW( charaindex, CHAR_WORKBATTLECOM3);
				BATTLE_Abduct( battleindex, attackNo, defNo, array);
			}
			break;
		case BATTLE_COM_COMBO:
			if( (defNo = BATTLE_TargetAdjust( battleindex, charaindex, myside )) < 0 ){
				BATTLE_NoAction( battleindex, attackNo );
				break;
			}
			gDamageDiv = 1.0;
			ComboId = EntryList[i].combo;
			aAttackList[0] = EntryList[i].num; // 伉旦玄卞笛尹月
			i ++; // 戚及谛井日
			k = 1;
			for( ; EntryList[i].combo == ComboId && i < entrynum; i ++ ){
				int charmode;
				// 绣箕允月井民尼永弁
				if( CHAR_CHECKINDEX( EntryList[i].charaindex ) == FALSE )continue;

				// 爵  卞辅笛仄化中卅中桦宁反戚尺
				charmode = CHAR_getWorkInt( EntryList[i].charaindex, CHAR_WORKBATTLEMODE );
				if( charmode == 0 || charmode == BATTLE_CHARMODE_FINAL ){
					continue;
				}

				// 旦  □正旦唱橘荚汊↓  质
				BATTLE_StatusSeq( EntryList[i].charaindex );
#ifdef _OTHER_MAGICSTAUTS
				BATTLE_MagicStatusSeq( EntryList[i].charaindex );
#endif
				//   仃卅井匀凶桦宁
				if( BATTLE_CanMoveCheck( EntryList[i].charaindex ) == FALSE ){
					continue;
				}
				if( CHAR_getInt( EntryList[i].charaindex, CHAR_HP ) <= 0 ){
					continue;
				}
				aAttackList[k++] = EntryList[i].num;
			}
			aAttackList[k] = -1;
			i--;
			if( k == 1 ){
				print( "\nerr:一人combo bug\n" );
			}
			sprintf( szWork, "BY|r%X|", defNo );
			BATTLESTR_ADD( szWork );
			BATTLE_Combo( battleindex, aAttackList, defNo );

#ifdef _Item_ReLifeAct
			BATTLE_AddProfit( battleindex, aAttackList );
#endif
			//     反 FF 毛仁匀勾仃月
			BATTLESTR_ADD( "FF|" );
			break;

		//---------------------------------------------
		case BATTLE_COM_WAIT:
		case BATTLE_COM_NONE:
			BATTLE_NoAction( battleindex, attackNo );
			break;

		//---------------------------------------------
		case BATTLE_COM_S_EARTHROUND1:
			BATTLE_EarthRoundHide( battleindex, attackNo );
			break;

		//---------------------------------------------
		case BATTLE_COM_S_LOSTESCAPE:
			BATTLE_LostEscape( battleindex, attackNo );
			break;

		case BATTLE_COM_S_STEAL:
			if( (defNo = BATTLE_TargetAdjust( battleindex, charaindex, myside )) < 0 ){
				BATTLE_NoAction( battleindex, attackNo );
				break;
			}
			BATTLE_Steal( battleindex, attackNo, defNo );
			break;

#ifdef _BATTLESTEAL_FIX
		case BATTLE_COM_S_STEALMONEY:
			if( (defNo = BATTLE_TargetAdjust( battleindex, charaindex, myside )) < 0 ){
				BATTLE_NoAction( battleindex, attackNo );
				break;
			}
			BATTLE_StealMoney( battleindex, attackNo, defNo) ;
			break;
#endif
		case BATTLE_COM_S_NOGUARD:
			BATTLE_NoAction( battleindex, attackNo );
			break;
		case BATTLE_COM_S_CHARGE:
			sprintf( szWork, "bt|%x|", attackNo );
			BATTLESTR_ADD( szWork );
			break;
#ifdef _PETSKILL_LER
		case BATTLE_COM_S_BAT_FLY:
			{
				if((defNo = BATTLE_TargetAdjust(battleindex,charaindex,myside)) < 0){
					BATTLE_NoAction(battleindex,attackNo);
					break;
				}

				BATTLE_BatFly(battleindex,attackNo,myside);
			}
			break;
		case BATTLE_COM_S_DIVIDE_ATTACK:
			{
				if((defNo = BATTLE_TargetAdjust(battleindex,charaindex,myside)) < 0){
					BATTLE_NoAction(battleindex,attackNo);
					break;
				}

				BATTLE_DivideAttack(battleindex,attackNo,myside);
			}
			break;
#endif
#ifdef _PETSKILL_BATTLE_MODEL
		case BATTLE_COM_S_BATTLE_MODEL:
			BATTLE_BattleModel(battleindex,attackNo,myside);
			break;
#endif
		//---------------------------------------------
		default:
			print( "\nerr:奇怪的命令(%d:%d:%s)\n", charaindex, COM,
				CHAR_getUseName( charaindex ) );
			sprintf( szWork, "bg|%x|", attackNo );
			BATTLESTR_ADD( szWork );
			break;
		}
#ifdef _VARY_WOLF
		if(CHAR_getInt( charaindex, CHAR_BASEIMAGENUMBER)==101428)
		{
			if(CHAR_getWorkInt( charaindex, CHAR_WORKTURN)==0)
				CHAR_setWorkInt( charaindex, CHAR_WORKTURN, 1);
			else
				CHAR_setWorkInt( charaindex, CHAR_WORKTURN, CHAR_getWorkInt( charaindex, CHAR_WORKTURN)+1);

			if(CHAR_getWorkInt( charaindex, CHAR_WORKTURN)>5)
			{
				CHAR_setInt( charaindex, CHAR_BASEIMAGENUMBER, CHAR_getInt( charaindex, CHAR_BASEBASEIMAGENUMBER));
				CHAR_setWorkInt( charaindex, CHAR_WORKATTACKPOWER, CHAR_getWorkInt( charaindex, CHAR_WORKFIXSTR));
				CHAR_setWorkInt( charaindex, CHAR_WORKQUICK, CHAR_getWorkInt( charaindex, CHAR_WORKFIXDEX));
				CHAR_setWorkInt( charaindex, CHAR_WORKTURN, 0);
			}
		}
#endif

#ifdef _PETSKILL_BECOMEFOX	// 判断中了媚惑术後是否已到恢复的回合数
		//if(CHAR_getInt( charaindex, CHAR_BASEIMAGENUMBER)==101749) //用图号判断的话,若是人变身时,会被自动改回去
		if( CHAR_getWorkInt( charaindex, CHAR_WORKFOXROUND ) != -1 ) //若是变成小狐狸
		{
			if(CHAR_getInt( charaindex, CHAR_BASEIMAGENUMBER)!=101749)
                CHAR_setInt( charaindex, CHAR_BASEIMAGENUMBER, 101749 );

			if(pBattle->turn - CHAR_getWorkInt( charaindex, CHAR_WORKFOXROUND) > 2)
			{
				int defNo = BATTLE_Index2No( battleindex, charaindex );
				int toNo = defNo - 5;//主人的编号
				//print("\n变身人物回复:%s,round:%d", CHAR_getChar( charaindex, CHAR_NAME), CHAR_getWorkInt( charaindex, CHAR_WORKFOXROUND));

				CHAR_setInt( charaindex, CHAR_BASEIMAGENUMBER, CHAR_getInt( charaindex, CHAR_BASEBASEIMAGENUMBER));

				CHAR_setWorkInt( charaindex, CHAR_WORKATTACKPOWER, CHAR_getWorkInt( charaindex, CHAR_WORKFIXSTR));
			    CHAR_setWorkInt( charaindex, CHAR_WORKDEFENCEPOWER, CHAR_getWorkInt( charaindex, CHAR_WORKFIXTOUGH));
				CHAR_setWorkInt( charaindex, CHAR_WORKQUICK, CHAR_getWorkInt( charaindex, CHAR_WORKFIXDEX));
				CHAR_setWorkInt( charaindex, CHAR_WORKFOXROUND, -1);

				//Change fix 回复宠物忘掉的技能
				sprintf( szWork, "W%d", CHAR_getInt( BATTLE_No2Index( battleindex, toNo ), CHAR_DEFAULTPET ) );
				CHAR_sendStatusString( BATTLE_No2Index( battleindex, toNo ), szWork );
			}
		}
#endif
#ifdef _PETSKILL_BECOMEPIG
		if( CHAR_getInt( charaindex, CHAR_BECOMEPIG) > -1
			&& (CHAR_getInt( charaindex, CHAR_WHICHTYPE ) == CHAR_TYPEPLAYER) )
		{
			char pigbuffer[128];
            CHAR_setInt( charaindex, CHAR_BASEIMAGENUMBER, CHAR_getInt( charaindex, CHAR_BECOMEPIG_BBI ) );
			if( CHAR_getInt( charaindex, CHAR_BECOMEPIG) > 0 ){
			    sprintf(pigbuffer, "乌力时间:%d秒", CHAR_getInt( charaindex, CHAR_BECOMEPIG ));
		        CHAR_talkToCli( charaindex,-1,pigbuffer,CHAR_COLORWHITE);
			}
			else{
			    sprintf(pigbuffer, " 乌力时间结束，离开战斗後可解除乌力化:%d ", CHAR_getInt( charaindex, CHAR_BECOMEPIG ));
			    CHAR_talkToCli( charaindex,-1,pigbuffer,CHAR_COLORWHITE);
			}
		}
#endif

#ifdef _PROFESSION_ADDSKILL
		{
/*			for(i=0;i<20;i++){
				if( pBattle->ice_use[i] ){//冰爆准备中
					print("\n冰爆准备中");
					if( pBattle->ice_bout[i] > 0 ){//冰爆倒数
						print("\n冰爆倒数");
						if( --pBattle->ice_bout[i] == 0 ){//放冰爆
							print("\n放冰爆");
							pBattle->ice_use[i] = FALSE;
							if( CHAR_CHECKINDEX(pBattle->ice_charaindex[i]) ){
								int battlecom = CHAR_getWorkInt( pBattle->ice_charaindex[i], CHAR_WORKBATTLECOM1 );
								print("\n冰爆");
								print("\nbattlecom:%d",battlecom);
								CHAR_setWorkInt( pBattle->ice_charaindex[i], CHAR_WORKBATTLECOM1, BATTLE_COM_S_ICE_CRACK );
								CHAR_SETWORKINT_HIGH( pBattle->ice_charaindex[i], CHAR_WORKBATTLECOM3, pBattle->ice_level[i] );
								CHAR_setWorkInt( pBattle->ice_charaindex[i], CHAR_WORKBATTLECOM2, pBattle->ice_toNo[i] );
								CHAR_SETWORKINT_HIGH( pBattle->ice_charaindex[i], CHAR_WORKBATTLECOM3, pBattle->ice_level[i] );
								CHAR_SETWORKINT_LOW( pBattle->ice_charaindex[i], CHAR_WORKBATTLECOM3, pBattle->ice_array[i] );
								battle_profession_attack_magic_fun(battleindex, pBattle->ice_attackNo[i], pBattle->ice_toNo[i], pBattle->ice_charaindex[i]);
								CHAR_setWorkInt( pBattle->ice_charaindex[i], CHAR_WORKBATTLECOM1, battlecom );
							}
						}
					}
				}
			}*/
		}
        {
			int earth_boundary = GETHIGHVALUE( CHAR_getWorkInt( charaindex, CHAR_WORKFIXEARTHAT_BOUNDARY ) );
			int water_boundary = GETHIGHVALUE( CHAR_getWorkInt( charaindex, CHAR_WORKFIXWATERAT_BOUNDARY ) );
			int fire_boundary = GETHIGHVALUE( CHAR_getWorkInt( charaindex, CHAR_WORKFIXFIREAT_BOUNDARY ) );
		    int wind_boundary = GETHIGHVALUE( CHAR_getWorkInt( charaindex, CHAR_WORKFIXWINDAT_BOUNDARY ) );
			int boundary_turn=0;
			BOOL boundaryclear = FALSE;
			if( earth_boundary > 0 ){//地结界
				boundary_turn = GETLOWVALUE( CHAR_getWorkInt( charaindex, CHAR_WORKFIXEARTHAT_BOUNDARY ) ) - 1;
print("\n地:%d ",boundary_turn );
                if( boundary_turn <= -1 )
				    CHAR_setWorkInt( charaindex, CHAR_WORKFIXEARTHAT_BOUNDARY, 0 ),boundaryclear = TRUE;
				else
                    CHAR_setWorkInt( charaindex, CHAR_WORKFIXEARTHAT_BOUNDARY, MAKE2VALUE(earth_boundary,boundary_turn) );

			}
		    if( water_boundary > 0 ){//水结界
                boundary_turn = GETLOWVALUE( CHAR_getWorkInt( charaindex, CHAR_WORKFIXWATERAT_BOUNDARY ) ) - 1;
print("\n水:%d ",boundary_turn );

				if( boundary_turn <= -1 )
				    CHAR_setWorkInt( charaindex, CHAR_WORKFIXWATERAT_BOUNDARY, 0 ),boundaryclear = TRUE;
				else
                    CHAR_setWorkInt( charaindex, CHAR_WORKFIXWATERAT_BOUNDARY, MAKE2VALUE(water_boundary,boundary_turn) );

			}
		    if( fire_boundary > 0 ){//火结界
                boundary_turn = GETLOWVALUE( CHAR_getWorkInt( charaindex, CHAR_WORKFIXFIREAT_BOUNDARY ) ) - 1;
print("\n火:%d ",boundary_turn );

				if( boundary_turn <= -1 )
				    CHAR_setWorkInt( charaindex, CHAR_WORKFIXFIREAT_BOUNDARY, 0 ),boundaryclear = TRUE;
				else
                    CHAR_setWorkInt( charaindex, CHAR_WORKFIXFIREAT_BOUNDARY, MAKE2VALUE(fire_boundary,boundary_turn) );

			}
		    if( wind_boundary > 0 ){//风结界
                boundary_turn = GETLOWVALUE( CHAR_getWorkInt( charaindex, CHAR_WORKFIXWINDAT_BOUNDARY ) ) - 1;
print("\n风:%d ",boundary_turn );

				if( boundary_turn <= -1 )
				    CHAR_setWorkInt( charaindex, CHAR_WORKFIXWINDAT_BOUNDARY, 0 ),boundaryclear = TRUE;
				else
                    CHAR_setWorkInt( charaindex, CHAR_WORKFIXWINDAT_BOUNDARY, MAKE2VALUE(wind_boundary,boundary_turn) );

			}
			if( GETHIGHVALUE( CHAR_getWorkInt( charaindex, CHAR_WORKFIXEARTHAT_BOUNDARY ) ) == 0
				&& GETHIGHVALUE( CHAR_getWorkInt( charaindex, CHAR_WORKFIXWATERAT_BOUNDARY ) ) == 0
				&& GETHIGHVALUE( CHAR_getWorkInt( charaindex, CHAR_WORKFIXFIREAT_BOUNDARY ) ) == 0
				&& GETHIGHVALUE( CHAR_getWorkInt( charaindex, CHAR_WORKFIXWINDAT_BOUNDARY ) ) == 0
				&& boundaryclear ){
				int toNo = BATTLE_Index2No( battleindex, charaindex );
				if( toNo < 10 )//右方
                    snprintf( szWork, sizeof( szWork ), "Ba|%X|%X|", 0,1 );
				else
                    snprintf( szWork, sizeof( szWork ), "Ba|%X|%X|", 0,0 );
				BATTLESTR_ADD( szWork );
				BATTLESTR_ADD( "FF|" );
			}
		}
#endif

#ifdef _Item_ReLifeAct
		{
			//pEntry
			int k, userindex=-1;
			//		if( BattleArray[ battleindex].type != BATTLE_TYPE_P_vs_P){
			for( k=0; k<20; k++)	{
				userindex = BATTLE_getBattleDieIndex( battleindex, k);
				if( !CHAR_CHECKINDEX( userindex) ) continue;
				//Change fix CHECK_ITEM_RELIFE里面有检查了,这里不用
				//if( CHAR_getFlg( userindex, CHAR_ISDIE ) == FALSE )
				//	continue;
				if( CHAR_getInt( userindex, CHAR_HP) > 0 )
					continue;
				if( CHAR_getInt( userindex, CHAR_WHICHTYPE ) == CHAR_TYPEPLAYER )	{
					CHECK_ITEM_RELIFE( battleindex, userindex);
				}
#ifdef _LOSE_FINCH_
				else if( CHAR_getInt( userindex, CHAR_WHICHTYPE ) == CHAR_TYPEPET ){
					CHECK_PET_RELIFE( battleindex, userindex);
				}
#endif
			}
		}
#endif
		BATTLESTR_ADD( szBadStatusString );
		BATTLE_AddProfit( battleindex, aAttackList );//取得经验值
		len = pszBattleTop - szBattleString;
		if( AllSize + len >= sizeof( szAllBattleString ) - 1 ){
			//     引匹中匀凶井日窒手仄卅中
		}else{
			memcpy( szAllBattleString+AllSize, szBattleString, len );
			szAllBattleString[AllSize+len] = 0;// NULL 毛本永玄
			AllSize += len;
		}

#ifdef _CHECK_BATTLETIME
		check_battle_com_end( COM);
#endif

		if( BATTLE_CountAlive( battleindex, 0 ) == 0 ||  BATTLE_CountAlive( battleindex, 1 ) == 0 )	{
			break;
		}
	}
#ifdef _PETSKILL_LER
	{
		register int i,dieindex;
		for(i=0;i<20;i++){
			dieindex = BATTLE_getBattleDieIndex(battleindex,i);
			if(!CHAR_CHECKINDEX(dieindex)) continue;
			if(CHAR_getFlg(dieindex,CHAR_ISDIE) == FALSE) continue;
			if(CHAR_getInt(dieindex,CHAR_HP) > 0) continue;
			// 雷尔死亡,变身
			if(CHAR_getInt(dieindex,CHAR_BASEBASEIMAGENUMBER) == 101813 ||
				CHAR_getInt(dieindex,CHAR_BASEBASEIMAGENUMBER) == 101814)
				BATTLE_LerChange(battleindex,dieindex,i);
		}
	}
#endif

	szBattleString[0] = 0;
	pszBattleTop  = szBattleString;
	pszBattleLast = szBattleString+arraysizeof(szBattleString);
	if( pBattle->field_att != BATTLE_ATTR_NONE ){
		pBattle->att_count--;
		if( pBattle->att_count <= 0 ){
			pBattle->field_att = BATTLE_ATTR_NONE;
			//snprintf( szBuffer, sizeof(szBuffer),
			//	"field回复成无属性。"
			//);
			//BATTLE_BroadCast( battleindex, szBuffer, CHAR_COLORYELLOW );
			BATTLESTR_ADD( "BV|15|0|" );
		}
	}

	strncat( szAllBattleString, szBattleString, sizeof( szAllBattleString ) );
	for( i = 0; i < entrynum; i ++ ){
		charaindex = EntryList[i].charaindex;
		if( CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEMODE ) == BATTLE_CHARMODE_RESCUE )
			continue;

		if( BATTLE_CommandSend( charaindex, szAllBattleString ) == TRUE ){
		}
	}
	pWatchBattle = pBattle->pNext;
	for( ; pWatchBattle ; pWatchBattle = pWatchBattle->pNext ){
		if( BATTLE_CHECKADDRESS( pWatchBattle ) == FALSE ){
			print( "err:观战battle address错误(%p)\n", pWatchBattle );
			break;
		}
		for( i = 0; i < BATTLE_ENTRY_MAX; i ++ ){
			charaindex = pWatchBattle->Side[0].Entry[i].charaindex;
			if( CHAR_CHECKINDEX( charaindex ) == FALSE )continue;
			BATTLE_CommandSend( charaindex, szAllBattleString );
		}
		pWatchBattle->mode = BATTLE_MODE_WATCHAFTER;
	}

	return 0;
}

#ifdef _Item_ReLifeAct
BOOL CHECK_ITEM_RELIFE( int battleindex, int toindex)
{
	int i, itemindex;
	CHAR_EquipPlace ep;
	typedef void (*DIERELIFEFUNC)(int,int,int);
	DIERELIFEFUNC Drf;

	if( CHAR_getInt( toindex, CHAR_HP) > 0 )
		return FALSE;

#ifdef _DUMMYDIE
	if( CHAR_getFlg( toindex, CHAR_ISDIE ) == FALSE && CHAR_getFlg( toindex, CHAR_ISDUMMYDIE ) == FALSE )
#else
	if( CHAR_getFlg( toindex, CHAR_ISDIE ) == FALSE )
#endif
		return FALSE;

	for( i = 0 ; i < 5 ; i++ ){
		itemindex = CHAR_getItemIndex( toindex , i );
		if( !ITEM_CHECKINDEX( itemindex))
			continue;
		ep = ITEM_getEquipPlace( toindex, itemindex );
		if( ep == -1 )
			continue;
		Drf=(DIERELIFEFUNC)ITEM_getFunctionPointer(itemindex, ITEM_DIERELIFEFUNC);
		if( Drf )	{
			Drf( toindex, itemindex, i);
			return TRUE;
		}
	}

	return FALSE;

}
#endif

#ifdef _LOSE_FINCH_
BOOL CHECK_PET_RELIFE( int battleindex, int petindex)
{
	int ReceveEffect=-1;
	int toNo;
	int attackNo=-1;
	int WORK_HP=1;
	int i;
	struct _RePet{
		int petid;
		int Effect;
		int Addhp;
//Syu Mod
//	}rePet[]={{1,SPR_fukkatu3,100},{-1,0,0}};
	}rePet[]={{-1,0,0}};

	if( BATTLE_CHECKINDEX( battleindex ) == FALSE )	{
		return FALSE;
	}
	if( CHAR_CHECKINDEX( petindex) == FALSE )
		return FALSE;

	if( CHAR_getFlg( petindex, CHAR_ISDIE) == FALSE )	{
		print("\n PET_RELIFE:[ %d, CHAR_ISDIE FALSE] return !", petindex);
		return FALSE;
	}
	if( CHAR_getWorkInt( petindex, CHAR_WORKSPETRELIFE) != 0 )
		return FALSE;
	for( i=0;i<arraysizeof( rePet); i++)	{
		if( CHAR_getInt( petindex, CHAR_PETID) == rePet[i].petid )	//朱雀
			break;
	}
	if( i == arraysizeof( rePet) )
		return FALSE;
	//ReceveEffect = SPR_fukkatu3;
	ReceveEffect = rePet[i].Effect;//朱雀动画 未定

	WORK_HP = CHAR_getWorkInt( petindex, CHAR_WORKMAXHP )*(rePet[i].Addhp/100);
	toNo = BATTLE_Index2No( battleindex, petindex );
	attackNo = -1;
	BATTLE_MultiReLife( battleindex, attackNo, toNo, WORK_HP, ReceveEffect );
	CHAR_setWorkInt( petindex, CHAR_WORKSPETRELIFE, 1);
	return TRUE;
}
#endif

#ifdef _OTHER_MAGICSTAUTS
void BATTLE_MagicStatusSeq( int charaindex )
{
	int cnt, i, bid, battleindex;

	battleindex = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEINDEX );
	bid = BATTLE_Index2No( battleindex, charaindex );

	for( i = 1; i < MAXSTATUSTYPE; i++ ){
    	if( ( cnt = CHAR_getWorkInt( charaindex, MagicTbl[i] )) <= 0 )continue;
		CHAR_setWorkInt( charaindex, MagicTbl[i], --cnt );
		if( cnt <= 0 ){
			//char szBuffer[256];
			CHAR_setWorkInt( charaindex, MagicTbl[i], 0);
//			sprintf( szBuffer, "Bm|%X|%X|", bid, 0 );
//			BATTLESTR_ADD( szBuffer );
			continue;
		}
	}
	return;
}
#endif

int Battle_getTotalBattleNum()
{
	return Total_BattleNum;
}

#ifdef _TYPE_TOXICATION
void CHAR_ComToxicationHp( int charaindex)
{
	int hp,dhp, nums;
	if( CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEMODE) != BATTLE_CHARMODE_NONE ) return;
	dhp = (CHAR_getWorkInt( charaindex, CHAR_WORKMAXHP)/100)+1;
	if( dhp < 1 ) dhp = 1;
	hp = CHAR_getInt( charaindex, CHAR_HP);
	hp -= dhp;
	nums = CHAR_getWorkInt( charaindex, CHAR_WORKTOXICATION) + 1;
	CHAR_setWorkInt( charaindex, CHAR_WORKTOXICATION, nums);
	if( hp <= 0 ){
		int floor, x, y;
		char buf[256];
		int fd = getfdFromCharaIndex(charaindex);
		sprintf( buf, "因中毒严重，昏迷回纪录点。");
		CHAR_talkToCli( charaindex, -1, buf, CHAR_COLORYELLOW);
		CHAR_DischargePartyNoMsg( charaindex);//解散团队
#ifdef _BAD_PLAYER                              // WON ADD 送坏玩家去关
        if( NPC_EventCheckFlg( charaindex, 135 ) )
			CHAR_warpToSpecificPoint( charaindex, 887, 56, 14 );
        else

#endif
			if( CHAR_getElderPosition(
				CHAR_getInt( charaindex, CHAR_LASTTALKELDER), &floor, &x, &y ) != TRUE ){
				CHAR_warpToSpecificPoint( charaindex, 1006, 15, 15);
			}else	{
				CHAR_warpToSpecificPoint( charaindex, floor, x, y);
			}


		setToxication( fd, 0);
		hp = 1;
	}else if( nums%10 == 0 || hp <= (dhp+1)*5 ){
		char buf[256];
		sprintf( buf, "因中毒，HP剩馀%d。", hp);
		CHAR_talkToCli( charaindex, -1, buf, CHAR_COLORYELLOW);
	}
	CHAR_setInt( charaindex, CHAR_HP, hp);
	CHAR_send_P_StatusString( charaindex, CHAR_P_STRING_HP);
}
#endif


#ifdef _PROFESSION_SKILL			// WON ADD 人物职业技能

void BATTLE_ProfessionStatus_init( int battleindex, int charaindex )
{
	int profession_class = CHAR_getInt( charaindex, PROFESSION_CLASS);

	if( CHAR_getInt( charaindex, CHAR_WHICHTYPE ) != CHAR_TYPEPLAYER ) return;
	if( profession_class <= PROFESSION_CLASS_NONE ) return;

	// 初始化
	CHAR_setWorkInt( charaindex, CHAR_WORK_WEAPON, 0 );
	CHAR_setWorkInt( charaindex, CHAR_WORKMOD_WEAPON, 0 );
	CHAR_setWorkInt( charaindex, CHAR_WORK_P_DUCK, 0);
	CHAR_setWorkInt( charaindex, CHAR_WORKMOD_P_DUCK, 0 );

	{
		int	i=0, Pskillid=-1, skillid=-1;
		int value=0, old_value=0, WeaponType=-1;
		int rate=0;
		char *skill_name, *pszOption, *pszP;
		CHAR_HaveSkill* hskill;

		for( i=0; i<CHAR_SKILLMAXHAVE; i++ ){

			// 技能ID
			skillid = CHAR_getCharSkill( charaindex, i);
			Pskillid = PROFESSION_SKILL_getskillArray( skillid);
			if( Pskillid <= 0 ) continue;

			// 技能名称
			skill_name = PROFESSION_SKILL_getChar( Pskillid, PROFESSION_SKILL_FUNCNAME);
			if( skill_name == NULL ) continue;

			// 火熟练度
			if( (strcmp( skill_name , "PROFESSION_FIRE_PRACTICE" )) == 0 ){
				int old_practice = CHAR_getInt( charaindex, PROFESSION_FIRE_P );
				int add_practice = 0;
				int skill_level = 0;

				// 技能等级
				hskill = CHAR_getCharHaveSkill( charaindex, i );
				skill_level = SKILL_getInt( &hskill->skill, SKILL_LEVEL);
				skill_level = PROFESSION_CHANGE_SKILL_LEVEL_M( skill_level );

				if( skill_level >= 6 )	add_practice = (skill_level-5) * 3 + 10;
				else					add_practice = skill_level * 2;
				if( add_practice > 25 )	add_practice = 25;

				add_practice += old_practice;
				// 因为old_practice=0所以add_practice为2~25

				CHAR_setWorkInt( charaindex, CHAR_WORK_F_PROFICIENCY, add_practice );

			}else
			// 冰熟练度
			if( (strcmp( skill_name , "PROFESSION_ICE_PRACTICE" )) == 0 ){
				int old_practice = CHAR_getInt( charaindex, PROFESSION_ICE_P );
				int add_practice = 0;
				int skill_level = 0;

				// 技能等级
				hskill = CHAR_getCharHaveSkill( charaindex, i );
				skill_level = SKILL_getInt( &hskill->skill, SKILL_LEVEL);
				skill_level = PROFESSION_CHANGE_SKILL_LEVEL_M( skill_level );

				if( skill_level >= 6 )	add_practice = (skill_level-5) * 3 + 10;
				else					add_practice = skill_level * 2;
				if( add_practice > 25 )	add_practice = 25;

				add_practice += old_practice;

				CHAR_setWorkInt( charaindex, CHAR_WORK_I_PROFICIENCY, add_practice );

			}else
			// 雷熟练度
			if( (strcmp( skill_name , "PROFESSION_THUNDER_PRACTICE" )) == 0 ){
				int old_practice = CHAR_getInt( charaindex, PROFESSION_THUNDER_P );
				int add_practice = 0;
				int skill_level = 0;

				// 技能等级
				hskill = CHAR_getCharHaveSkill( charaindex, i );
				skill_level = SKILL_getInt( &hskill->skill, SKILL_LEVEL);
				skill_level = PROFESSION_CHANGE_SKILL_LEVEL_M( skill_level );

				if( skill_level >= 6 )	add_practice = (skill_level-5) * 3 + 10;
				else					add_practice = skill_level * 2;
				if( add_practice > 25 )	add_practice = 25;

				add_practice += old_practice;

				CHAR_setWorkInt( charaindex, CHAR_WORK_T_PROFICIENCY, add_practice );

			}else
			// 回避
			if( (strcmp( skill_name , "PROFESSION_AVOID" )) == 0 ){
				int skill_level = 0;

				if( profession_class != PROFESSION_SKILL_getInt( Pskillid, PROFESSION_SKILL_PROFESSION_CLASS) ) return;

				// 技能等级
				hskill = CHAR_getCharHaveSkill( charaindex, i );
				skill_level = SKILL_getInt( &hskill->skill, SKILL_LEVEL);
				skill_level = PROFESSION_CHANGE_SKILL_LEVEL_A( skill_level );

				if( skill_level <=5 )
					value = skill_level * 2;
				else
					value = (skill_level-5) * 3;
				if( value > 25 ) value = 25;

				CHAR_setWorkInt( charaindex, CHAR_WORK_P_DUCK, 1);
				CHAR_setWorkInt( charaindex, CHAR_WORKMOD_P_DUCK, value );

			}else
			// 格档
			if( (strcmp( skill_name , "PROFESSION_DEFLECT" )) == 0 ){
				int skill_level = 0;
				int old_value = 0, add_value = 0;

				if( profession_class != PROFESSION_SKILL_getInt( Pskillid, PROFESSION_SKILL_PROFESSION_CLASS) ) return;

				// 技能等级
				hskill = CHAR_getCharHaveSkill( charaindex, i );
				skill_level = SKILL_getInt( &hskill->skill, SKILL_LEVEL);
				skill_level = PROFESSION_CHANGE_SKILL_LEVEL_A( skill_level );

				old_value = CHAR_getWorkInt( charaindex, CHAR_WORKFIXARRANGE );
				add_value = old_value + skill_level + 10;

				CHAR_setWorkInt( charaindex, CHAR_WORKFIXARRANGE, add_value );
				CHAR_complianceParameter( charaindex );

			}else
			// 武器专精
			if( (strcmp( skill_name , "PROFESSION_WEAPON_FOCUS" )) == 0 ){
				int skill_level = 0;

				rate = 0;
				if( profession_class != PROFESSION_SKILL_getInt( Pskillid, PROFESSION_SKILL_PROFESSION_CLASS) ) continue;

				// 技能等级
				hskill = CHAR_getCharHaveSkill( charaindex, i );
				skill_level = SKILL_getInt( &hskill->skill, SKILL_LEVEL);
				skill_level = PROFESSION_CHANGE_SKILL_LEVEL_A( skill_level );

				// 技能参数
				pszOption = PROFESSION_SKILL_getChar( Pskillid, PROFESSION_SKILL_OPTION);
				if( pszOption == NULL ) continue;

				// 装备武器
				WeaponType = BATTLE_GetWepon( charaindex );

				switch( WeaponType ){
					case ITEM_AXE:
						if( (pszP=strstr( pszOption, "斧" ))!=NULL)	rate = 1;	break;
					case ITEM_CLUB:
						if( (pszP=strstr( pszOption, "棍" ))!=NULL)	rate = 1;	break;
					case ITEM_SPEAR:
						if( (pszP=strstr( pszOption, "枪" ))!=NULL)	rate = 1;	break;
					case ITEM_BOW:
						if( (pszP=strstr( pszOption, "弓" ))!=NULL)	rate = 1;	break;
					case ITEM_BOOMERANG:	// 回旋标
						if( (pszP=strstr( pszOption, "镖" ))!=NULL)	rate = 1;	break;
					case ITEM_BOUNDTHROW:	// 投掷斧头
						if( (pszP=strstr( pszOption, "投" ))!=NULL)	rate = 1;	break;
					case ITEM_BREAKTHROW:	// 投掷石
						if( (pszP=strstr( pszOption, "石" ))!=NULL)	rate = 1;	break;
					default: 										rate = 0;	break;
				}

				if( rate == 1 ){
					old_value = CHAR_getWorkInt( charaindex, CHAR_MYSKILLSTRPOWER);

					if( skill_level <=5 )
						value = skill_level * 2 + old_value;
					else
						value = (skill_level-5) * 3 + 10 + old_value;

					if( value > 25 ) value = 25;

					CHAR_setWorkInt( charaindex, CHAR_WORK_WEAPON, 1 );
					CHAR_setWorkInt( charaindex, CHAR_WORKMOD_WEAPON, value );
				}
			}
		}
	}
	return;
}


void BATTLE_ProfessionStatusSeq( int battleindex, int charaindex )
{
	int	profession_class=0, i=0, j=0, Pskillid=-1, skillid=-1;
	int skill_level=0, value=0, old_value=0;
	int bid=-1, hp=0, flag=0;
	char *skill_name, szcommand[256];
	CHAR_HaveSkill* hskill;


	int status_table[9]={	2,		//麻痹
							3,		//睡眠
							4,		//石化
							12,		//晕眩
							13,		//缠绕
							14,		//天罗
							15,		//冰暴
							17,  	//冰箭
							23,	};	//雷附体

#ifdef _PETSKILL_DAMAGETOHP
/*	{
		char msg[32]={0};
		int pet,pindex;
		pet = CHAR_getInt( charaindex, CHAR_DEFAULTPET );
		if( pet >= 0 ){
		sprintf( msg, "o%d", pet );
		//if(CHAR_getInt( petindex, CHAR_PETID) == "狼" //宠物ID
		//   && CHAR_getInt( petindex, CHAR_HP) )
		CHAR_sendStatusString( charaindex, msg );
		pindex = CHAR_getCharPet( charaindex, pet );
		print("\n宠物名:%s",CHAR_getChar( pindex, CHAR_NAME));
		}
		else
			print("\无宠物");

	} */
#endif

	if ( CHAR_getInt( charaindex, CHAR_WHICHTYPE ) != CHAR_TYPEPLAYER ) return;

	profession_class=CHAR_getInt( charaindex, PROFESSION_CLASS);
	if( profession_class <= PROFESSION_CLASS_NONE ) return;

	for( i=0; i<CHAR_SKILLMAXHAVE; i++ ){

		// 技能ID
		skillid = CHAR_getCharSkill( charaindex, i);
		Pskillid = PROFESSION_SKILL_getskillArray( skillid);
		if( Pskillid <= 0 ) return;

		// 技能名称
		skill_name = PROFESSION_SKILL_getChar( Pskillid, PROFESSION_SKILL_FUNCNAME);
		if( skill_name == NULL ) return;

		// 状态回复
		if( (strcmp( skill_name , "PROFESSION_REBACK" )) == 0 ){

			if( profession_class != PROFESSION_SKILL_getInt( Pskillid, PROFESSION_SKILL_PROFESSION_CLASS) ) return;

			// 判断异常状态
			for( j=0; j<9; j++ ){
				if( (CHAR_getWorkInt( charaindex, StatusTbl[ status_table[j] ] )) > 0 ){
					flag=1;
					break;
				}
			}

			if( flag > 0 ){
				// 技能等级
				hskill = CHAR_getCharHaveSkill( charaindex, i );
				skill_level = SKILL_getInt( &hskill->skill, SKILL_LEVEL);
				skill_level = PROFESSION_CHANGE_SKILL_LEVEL_M( skill_level );

				value = skill_level * 2;
				if( value > 20 ) value = 20;

				old_value =	CHAR_getWorkInt( charaindex, CHAR_WORKMAXHP);

				value = old_value * value / 100 ;

				hp = CHAR_getInt( charaindex, CHAR_HP);

				if( value + hp > old_value )
					value = old_value - hp;

				if( value < 0 ) value = 0;

				CHAR_setInt( charaindex, CHAR_HP, value + hp );

				bid = BATTLE_Index2No( battleindex, charaindex );
				sprintf( szcommand, "BD|r%X|0|1|%X|", bid, value );
				BATTLESTR_ADD( szcommand );

				PROFESSION_SKILL_LVEVEL_UP( charaindex, "PROFESSION_REBACK" );
			}
		}

		// 陷阱
		if( (strcmp( skill_name , "PROFESSION_TRAP" )) == 0 ){
			int count=0;

			count = CHAR_getWorkInt( charaindex, CHAR_WORKTRAP);
			if( count > 0 ){
				count--;
				CHAR_setWorkInt( charaindex, CHAR_WORKTRAP, count );
			}else if( count == 0 ){
				CHAR_setWorkInt( charaindex, CHAR_WORKTRAP, 0 );
				CHAR_setWorkInt( charaindex, CHAR_WORKMODTRAP, 0 );
			}
		}
	}

	return;
}

#endif
